In the outline custom pass example objects are rendered into a custom buffer with their original material (say "Lit"). The only problem is, they can't be rendered with the ZTest as it is set to "Equal" as is default for the Lit shader and Forward rendering pass. I want to create an effect, where an entire mesh slowly fades away when it starts blocking the camera, but I don't want to use Transparent materials for it, instead I want to stop rendering the mesh at once when it crosses the camera and render it instead with the custom pass. I will then blend the custom render Texture into my scene with a variable alpha and be a happy camper. All I need right now is the ability to set the ZTest value for the Lit material to LEqual when the mesh is being rendered into my custom render texture with the custom pass. I know that the Forward rendering path renders every mesh twice (first into the depth buffer and then into color buffer) and I would ideally want to prevent this (I would wish my models were rendered with one pass with ZTest set to LEqual).