There is a bunch of semi-transparent gameobjects (e.g. car engine, with mechanisms inside with even smaller details inside), visible through each other. This multi-layered transparency is bad for a performance. How to optimize rendering? I have an idea to create a shader which will render 2 or 3 transparency passes and blur or cull layers that are deeper. But I don't know how to write such a shader. Is it possible via Shader Graph? Somebody dealt with same problem before?