Transparency draw order

I’m designing some polygon hair using transparency alphas and need some help using overlapping geometry. I know this can be tricky but in Unreal engine I am able to set the draw order for over lapping geometry that uses a transparency/alpha material, thus making the top layer of poly hair completely opaque except where the alpha is black of course. This is a real problem in unity so far. Whenever I overlap hair pieces that use the same shader material I can still see the underlying hair pieces as if they are all being drawn at the same time.

Any suggestions? Thanks.

I found out a cool shading/ modeling hack without scripting. The idea is to put a cutout transparency geo-layer between the transparency/bump/Specular layers. This shields the bump specular transparency geometry from each-other thus solving the draw issue. It does take some clever alpha painting though to get everything perfect. I’ll post some results later.