Hello I want to do a shader to see the player when he is behind a object.For this objective I use a extra shader pass: Code (CSharp): Pass { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } Blend One OneMinusSrcAlpha ZWrite On ZTest GEqual CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _PlayerColor; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { return _PlayerColor; } ENDCG } Thats works great but I have a problem when I use alpha, I can see faces of another objects in my own player overlapping themselves(typical alfa ordering problem).How I can draw this pass like opaque figur and after apply alfa to this figur? or how I solve this problem? Thanks!