Originally Posted By: MasterQ32
AAaaah much complicatated, such work!

Simple use a two pass approach:
First pass renders only depth of your model (One + Zero), second pass renders your model as a silhuette (remove first part to see overlapping)
Code:
float4 ps() : COLOR0 {
	return float4(0.3, 0, 0, 1);
}

technique { 
	pass {
		ZEnable = true;
		ZFunc = Less;
		ZWriteEnable = true;
		AlphaBlendEnable = true;
		SrcBlend = Zero;
		DestBlend = One;
	}
	pass {
		ZEnable = true;
		ZFunc = LessEqual;
		ZWriteEnable = false;
		AlphaBlendEnable = true;
		SrcBlend = One;
		DestBlend = One;
		PixelShader = compile ps_2_0 ps();
	}
}



That worked. The only problem I'm having is that I can't make it a transparent black (which is what I wanted). Is there a way to do this?