Had to do this for our app. Here’s the general approach.
Add a stencil to your passthrough material’s shader that claims spots in the stencil buffer and prevent the hand shader from rendering pixels that have been claimed:
// Replace all Stencil blocks in your hand shader with this:
Stencil {
Ref 2
Comp notequal
Pass keep
}
// Add this to your overlay's material shader Pass block
Stencil {
Ref 2
Comp always
Pass replace
}