PostProcess silhouette clipping through objects


I have a PostProcess material set to a MetaHuman to create a silhouette. But the problem is that the silhouette is clipping through other objects:

How can I do so I won’t have the postprocess material clip through other stuff?

This is my node set up, and I have changed the Blendable Location to be before tonemapping (so there will be no flickering).

This set up made the clipping dissapear:

But now the hair isn’t working as it should:

I want it to be like this:

I get the silhouette effect when I plug the saturate node into the lerp alpha, instead of the multiply, but I need something to compare the SceneDepth with the CustomDepth so it won’t render through objects.