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One way of doing this is using min blending. With Unity this can be set up in ShaderLab using the BlendOp command. If your objects are all monochrome as seen here, you may simply be able to use min blending directly on the objects as they're rendered and avoid having an alpha channel at all. (White is transparent when using min blending.) Min blending ...


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I was thinking wrong. I do not more passes to receive every light in the scene. I took a shortcut and used a surface shader in the end. I post it here for reference Shader "Custom/Test01" { Properties { _MainTex ("Texture (RGBA)", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" ...



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