How in a Transparent Shader to not have the behind triangles shaded?

Simplified version of the problem is -
I have a mesh which contains 2 quads and are placed in xz plain and are partially overlapping.

I need to apply a transparent material to their mesh renderer but in the overlapping section i dont want the the alpha of both of them to get combined as this makes the overlapping section darker than the non overlapping section.

eg-
Assume two black quads are overlapping and their material has black color and is partially transparent
these quads will look like dark shade but in the overlapping sections the shade will be even darker which i dont want.

Can this simply be done by some tag or z test etc in the shader? if not then how to achieve the desired effect?

Hi, this can be done using a pre-pass to write in the Z buffer. Here is a thread with some details: http://forum.unity3d.com/threads/transparent-depth-shader-good-for-ghosts.149511/