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I followed @nexx's comment. and made a 2 pass surface shader which give colors to hidden pixels. You can use built-in light function or Unlit version(commented). Hope this help for others finding this kinds of effects. Shader "Test/HiddenPixelColoring" { Properties { _MainTex ("Texture", 2D) = "white" { } } SubShader { ...


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What you are describing is not occlusion. Your objects in the image are rendered but are overwritten by the other object because of a higher Z depth. What you are trying to achieve could be done using a shader that nexx mentioned earlier. For example this one could help you: http://forum.unity3d.com/threads/trying-to-make-a-silhouette-outline-shader.96005 ...



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