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A general outline: Create a depth map of your scene without the shield. You can get this effectively for free, since transparent objects are often rendered in a later pass anyway. Otherwise, you can create the depth map by rendering the scene sans shield onto an RTT with a depth shader. Render your scene normally, pass the depth map to your shield shader. ...


I don't know which Engine, if any, you are using. Or which language you are working with. Still, most of what you can find online is not hard to port from one environment to the other to achieve what you are looking for. And there certainly is material online that can be of help to you. See this discussion related to Unity: ...


It's just using the depth map. It renders the world then renders the shield and takes a difference between the shield's rendered z value and the depth buffer z value to tint the pixel more white.

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