I'm trying to create a sort of "hologram" effect. So far, what I have is an additive, three-pass shader that uses ColorMask for each pass to separate the RGB channels. The problem is that doing so requires ZWrite to be off (first image) so that each pass doesn't intersect the others (second image). However, doing so means that the model geometry overlaps itself, which I don't want.
I've tried the various methods of taking depth into consideration with transparency (This, for example) but they all cause problems when trying to separate the RGB channels. Is there some way to have each pass take depth into consideration within itself, but not with the other passes?