Custom Depth through dithered masked mesh

for a project I’m working on, I need an outline to work through a translucent obstacle in my scene. I use various techniques for the outlines, and filter them with a stencil. this works, until I start the game and an object gets hidden behind another. Once this happens, the obstructing mesh (through dynamic materials) becomes “translucent” (dithered masked, true translucency doesn’t work either). I already enabled “write to customdepth pass”, on both the material and the postprocess, and the project settings are set to “enabled with stencil”. The postprocess blendable location is set to “before translucency”, I tried other settings, but to no avail. I’m now wondering if I’m overlooking something, or if this is simply not supported (yet).

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