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Coby Rendal helped me out on the wireframe / backfacing culling issue and theory. Though one last step for my base is left.

I want to have the back of the sphere slighly bleeding into the visible part. Like a fresnel effect on the transparency. With backfacing I assume a black and white map is given to the shader. Hence, fading it out is maybe not the easiest part.

But maybe someone has a cool idea on how to do smth. like this?

I photoshoped it together so that it is more clear what the end should look like. (just not so hard, and dynamically with a map straight out of blender) enter image description here enter image description here

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