multiple passes + moving vertices + alpha testing

I’m trying to make a shader, but I just can’t seem to find out how to do it all.
I’ve read pretty much all the documentation about shaderlab and Cg on http://unity3d.com/support/documentation/ , but I still don’t know how to do a lot of stuff.

I’ve some experience with writing shaders in HLSL, and I should be able to write the shader I want in HLSL (though it has been over a year since I wrote a shader so maybe not)

anyway,
I want to do multiple passes, and make the mesh expand in each pass (vertexposition += vertexnormalCstpasscount basically). I also want to use the alpha channel for alpha testing (but with a AlphaValue that’s relative to the passcount. e.g.: AlphaValue=0.1 in first pass, AlphaValue=0.2 in 2nd, …)

Any help would be appreciated, I don’t expect you to tell me exactly how to do all of this, but if you could point me in the direction of some shaders that do similar things, that would be already a big help

(don’t expect it matters in this case, but I’m using the free version)

I am afraid you can’t pass passCount to shader, the only way to do this is copy-paste shader in each pass and hardcoding the passCount value, to minimize copy-paste stuff you could make a shader function which you would call in each pass.

Something similar like in fur shader
http://forum.unity3d.com/viewtopic.php?t=5012

oh well that’s actually not so terrible, I just thought it could be usefull if I could set the number of passes in the material.

but that shader you linked to is actually pretty much exactly what I wanted to do.
I wanted to make a fur shader, I guess it kinda would have been smarter if I had checked first if there already existed one. :s
I 'll check out that shader, I’m sure it will be usefull to analyse it

thanks for your help

but if you or anyone else knows a link to a site or whatever where I can find shader’s written in Cg, or Cg syntax documentation or something similar, that would still help me a lot