Hello,
I found a solution for a ghost shader which is finally not showing the backfaces of it’s own geometry.
I’m using Transparent Depth to achieve this:
But there’s a big catch. As long my ghost shader is behind a transparent object, it’s getting cut of.
I need somehow a way that transparent depth is only listinging to it’s own object.
Any idea how to achive this?
An other approach to reach this kind of tranparency without using the compositor is also welcome.
ghost.blend (874.2 KB)


