I spent the afternoon trying to find out how to make a shader that do a similar thing than this:
I added a second pass to the bumped specular, another surface shader with vertex shader (that scale the model up). So I have this model upscaled with alpha but it is semi-transparent and some surfaces overlay as the left figure in:
I tried to use an extra path to calculate the depth but nothing help I have always some overdrawing artifacts and I would like to have a uniform solid color or a gradient at best, like the right figure but impossible.
Any ideas how I could avoid two surfaces to overlap and display nicely like in oxide demo?