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How do I add per-object custom depth to a material?

alt text

See the image above. It's what I'm trying to achieve in UE4. Basically, I want to control depth sorting for my material so that only the front-most pixels are drawn, even if the material itself is transparent. This was relatively trivial to achieve in Unity (the screenshot's from Unity as well) by using a multpass material, drawing to the z-buffer once, and using ZTEST EQUAL (drawing only those pixels whose depth matches the existing buffer exactly) in a second pass to draw only the front-most pixels. I'm looking for a way to achieve the same in UE4.

I've already found this link which explains a way to do this with custom depth. However, it says the effect will break if there are overlapping objects. I need the effect to work even with many overlapping objects as the screenshot shows. Any ideas?

Product Version: UE 4.14
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asked Apr 08 '17 at 07:03 AM in Rendering

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