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Question by h-galaxy948 · Jul 27, 2018 at 08:33 PM · shadertransparentblendingstencilintersection

how to hide intersections between meshes

found this transparent inner glow shader on web:


Shader "Cell/MainTransparentFresnel" {

 Properties 
 {
    _InnerColor ("Inner Color", Color) = (1.0, 1.0, 1.0, 1.0)
    _RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
    _RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
 }
 SubShader {

     Tags { "Queue" = "Transparent" }
 
         Blend one one
 
         CGPROGRAM
         #pragma surface surf Lambert
 
         struct Input {
             float3 viewDir;
         };
 
         float4 _InnerColor;
         float4 _RimColor;
         float _RimPower;
 
         void surf (Input IN, inout SurfaceOutput o) 
         {
             o.Albedo = _InnerColor.rgb;
             half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
             o.Emission = _RimColor.rgb * pow (rim, _RimPower);
         }
     ENDCG
 } 
 Fallback "Diffuse"



this is the result when i blend two meshes from this shader:result1


i tried stencil buffer to hide intersections:

 stencil {
    ref 2
    comp notequal
    pass replace
 }



and this is the result:result2

my wish is to hide both intersections

something like this

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