*Scenario*: several objects (o1, o2,.., on) have to be rendered with the z test disable, but the z values must be written to the depth buffer. In another pass, some other objects (t1, t2,..., tm) need to be rendered considering with the z test enabled, and considering the prior values from the previous pass. 

Is it possible to achieve this with Unity's material script? The goal is to support a custom order for the rendering of transparent objects (the o1,..,on in the scenario description) alongside with matte objects (t1,..., tm). I tried using the features mentioned [here](https://docs.unity3d.com/Documentation/Components/SL-CullAndDepth.html), but the results were incorrect, i.e. as if the z values were completely discarded inbetween passes. Can anyone, perhaps, share a code stub for this scenario?