Hey there, thank you for getting in touch and for your support!
It's likely related to having the Cull Mode set to Off and, since the Blend Mode is transparent, those artifacts are caused by the intersection of back-facing and front-facing polygons, which is expected since transparent surfaces have no concept of depth.
It's quite tricky to remove these artifacts on a Standard Surface shader, as they appear as a result of sorting issues where some back faces are rendered after the front faces.
You can play around with the
Switch by Face and
Face nodes to minimize the artifacts as these nodes indicate whether you are rendering front or back faces but two separate passes should be used, one for rendering front faces and another one for back faces, for this to be correctly dealt with.
Please let me know if this helps, thanks!