Mesh shader transparency

Hi All,
I have some closed meshes of lobes of the brain. I need to make them transparent to see some information generated inside those lobes.
I’ve been playing with shaders for a while but always having troubles with depth on rotations, sometimes meshes disappear or they just change the color.
What shader do you recommend me to use?

I’m playing with something like this:

Shader "Simple Glass" {
    Properties {
        _Color ("Main Color", Color) = (1,1,1,1)
        _SpecColor ("Spec Color", Color) = (1,1,1,1)
        _Emission ("Emmisive Color", Color) = (1,1,0,0)
        _Shininess ("Shininess", Range (0.01, 1)) = 0.21
        _MainTex ("Base", 2D) = "white" { }
    }

    SubShader {
        // We use the material in many passes by defining them in the subshader.
        // Anything defined here becomes default values for all contained passes.
        Material {
            Diffuse [_Color]
            Ambient [_Color]
            Shininess [_Shininess]
            Specular [_SpecColor]
            Emission [_Emission]
        }
        Lighting On
        SeparateSpecular On

        // Set up alpha blending
       

        // Render the back facing parts of the object.
        // If the object is convex, these will always be further away
        // than the front-faces.
        Pass {
        Blend SrcAlpha OneMinusSrcAlpha
         Material {
                Diffuse (0.1,0.1,0.1,1)
            }
            Cull Front
            SetTexture [_MainTex] {
                Combine Primary * Texture
            }
       
        }
        // Render the parts of the object facing us.
        // If the object is convex, these will be closer than the
        // back-faces.
        Pass {
            Cull Back
             Blend One One
            SetTexture [_MainTex] {
                Combine Primary * Texture
            }
        }
    }
}

youll probably have better luck posting in the shaders forum section