I wanted to try and do a work around for rendering a transparent sheet that would work with the Depth of Field post effect in the built in pipeline. So I did a simple depth only shader and set the render queue to happen after solid geom but before transparent and it uses the offset option in the shader to render the depth a little bit further from the camera, and then a second material to to actually render the transparent sheet using the standard transparent shader. But this is not working, has anyone else tried anything else to get a transparent object to work with depth of field?
Below is the simple depth only shader I am using in case I have missed something that someone might spot.
Shader "Depth Only"
{
SubShader
{
// Render the depth after regular geometry, but before transparent things.
Tags { "RenderType"="Opaque" "Queue"="Geometry+10" }
// Don't draw in the RGBA channels; just the depth buffer
ColorMask 0
ZWrite On
Offset 0.5, 1
Pass
{}
}
}