The problem at hand is creating an EffectShader that would shine through walls. From the EffectShader page on the Creation Kit wiki, one gathers that:
Z Test Function - defaults to Equal To. If changed to Greater Than or Greater Than or Equal To, the membrane shader will be displayed on top of other geometry and will be visible through walls.
However, with a poor understanding of the Source and Dest Blend Modes, I am unable to create a shader that allows an item to be detected through walls. An alternative method to solving the problem would be to draw a hazard like the clairvoyance spell does. I'm hoping to avoid that because my spell is intended to detect several items at once and having a "clairvoyance star" emanating from the caster is not desirable.
Can anyone shed some light on the purpose of the different blend modes and operation options of the EffectShader form? I don't mind a baby-spoon explanation because this stuff is really new to me.