I'm working on a project where I need a similar version of the hand shader used in the Oculus main menu. To be specific, the issue I'm having is that the shader needs to be transparent, but ignore occluded hand pixels. For example, if you hold your hand sideways, you should not see fingers behind other fingers, but still be able to see what's behind the hand.
I'm working on Unreal Engine, but I guess this applies to Unity as well. I'm using a custom depth pass to check for pixel distances within the mesh, and hide the ones that are occluded. This works fine in the editor but the effect is lost the moment I make a build.
Any tips will be greatly appreciated.