Say I have a cube, each side using a texture with holes (eg. alpha = 0), and I want to see through holes and see the backfaces. So I am using a transparent shader with culling off and an extra depth pass to allow correct face sorting. Problem is because it's just a cube, writing to depth cause back faces to be blocked by front faces, ignoring the holes in the texture. Is it possible to have both the holes and correct sorting? What trickery should I do in the depth pass to take these holes into account?