Help getting blob shadow using stencil buffer to work

Hi all,
I’m trying to wrap my head around the use of stencil buffer by doing a simple blob shadow with it but I’m not getting the expected result.

It seems simple in theory, but I’m unable to get the back facing polygons to clear the stencil buffer. Here’s my attempt using a single shader pass. Any ideas? Thanks!

Shader code

Shader "Custom/Stencil Shadow" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
    }
    SubShader {
        Tags { "RenderType"="Opaque" "Queue"="Geometry-1"}

Pass {
//            ZWrite Off
            Cull Off
            Lighting Off
            Blend DstColor OneMinusSrcAlpha
           
            Stencil {
                Ref 0
                ReadMask 1
                WriteMask 1
               
                CompFront Equal            // Front
                PassFront IncrSat
//                FailFront Keep
//                ZFailFront Keep
               
                CompBack Greater        // Back
//                PassBack Keep
//                FailBack Keep
                ZFailBack IncrSat
            }
       
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            struct appdata {
                float4 vertex : POSITION;
            };
            struct v2f {
                float4 pos : SV_POSITION;
            };
            v2f vert(appdata v) {
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                return o;
            }
            half4 frag(v2f i) : SV_Target {
                return half4(0,0,0,0.5);
            }
            ENDCG
        }

    }
    FallBack "Diffuse"
}

I too want to do that, to use as light Toon, nobody knows how to do that? it would be fabulous.