Hi, I've modified the Toon Shader to add an X-Ray effect whenever my characters goes behind the walls. It works fine when _XColor's alpha is 1 (255), but overlapping polygon starts to show through when alpha is lowered. How can I get a clean alpha blended solid color without the overlaps? Thanks Edit: I've tried adding ColorMask 0 as shown here http://wiki.unity3d.com/index.php?title=AlphaVertexLitZ but the outcome is still the same Edit2: Further testing shows that ZTest Greater in X-Ray pass may be interfering with the ColorMask. But I'm not sure how to resolve it. Code (CSharp): // Toony Colors Pro+Mobile Shaders // (c) 2013,2014 Jean Moreno Shader "Toony Colors Pro/OutlineConst/OneDirLight/Basic X-Ray" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} //COLORS _Color ("Highlight Color", Color) = (0.8,0.8,0.8,1) _SColor ("Shadow Color", Color) = (0.0,0.0,0.0,1) _XColor ("X-Ray Color", Color) = (1.0,0.0,1.0) //OUTLINE _Outline ("Outline Width", Range(0,0.05)) = 0.005 _OutlineColor ("Outline Color", Color) = (0.2, 0.2, 0.2, 1) } SubShader { Tags { "Queue"="Transparent" } LOD 200 Pass { ColorMask 0 } // X-Ray pass Pass { Zwrite Off ZTest Greater Blend SrcAlpha OneMinusSrcAlpha Cull Back ColorMask RGB Color [_XColor] } // Toon pass CGPROGRAM // NOTE: Toon shader pass redacted because it's bought from the asset store ENDCG UsePass "Hidden/ToonyColors-Outline/OUTLINE_CONST" } Fallback "VertexLit" }