Hi, I just started out with reading about shaders in Unity. I was trying to make a mesh always be visible, even if it is behind other meshes. To make this happen, I created two spheres in my scene. For the one further away from the camera (higher depth value), in my custom shader, I set Zwrite Off, and the Rendering queue as Overlay. For the sphere closer to the camera, I set Zwrite On, Ztest Lequal and the rendering queue as Geometry. The sphere further in the scene is occluded by the one in front.
From what I understand, if the sphere further in the scene is not writing to the Z buffer and is being drawn after the sphere in front, it should be visible at all times. What am I interpreting wrong?