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Question by Steven-1 · Aug 04, 2015 at 08:38 AM · shaderwatertreesqueuerenderqueue

Changing Queue in shader has no effect

I have a simple shader I use for water. I want it rendered before the terrain trees, so I set the queue to "Transparent-200" (the trees queue is "Transparent-100"). I have done this years ago in other projects and it always worked. However now it doesn't work, I've tried setting the que to different values but none has any effect, it's like the queue tag is being ignored completely.

any ideas?

here's the shader:

 Shader "Custom/WaterMobile" {
 Properties {
     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
 }
 
 SubShader {
     Tags {"IgnoreProjector"="True" "RenderType"="Transparent" "Queue"="Transparent-200"}
     
     ZWrite Off
     Blend SrcAlpha OneMinusSrcAlpha
     
     Pass {
         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile_fog
             
             #include "UnityCG.cginc"
 
             struct appdata_t {
                 float4 vertex : POSITION;
                 float2 texcoord : TEXCOORD0;
             };
 
             struct v2f {
                 float4 vertex : SV_POSITION;
                 half2 texcoord : TEXCOORD0;
                 UNITY_FOG_COORDS(1)
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
             
             v2f vert (appdata_t v)
             {
                 v2f o;
                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                 o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                 UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;
             }
             
             fixed4 frag (v2f i) : SV_Target
             {
                 fixed4 col = tex2D(_MainTex, i.texcoord);
                 i.texcoord.x += _Time.x*0.05;
                 col.rgb = tex2D(_MainTex, i.texcoord*21).rgb;
                 i.texcoord.x -= _Time.x*0.12;
                 col.rgb += tex2D(_MainTex, i.texcoord.yx*13).rgb;
                 col.rgb*=0.5;
                 //col.rgb *= tex2D(_MainTex, i.texcoord.yx*13).rgb *2;
                 col.a = saturate(col.a *col.r*3);
                 UNITY_APPLY_FOG(i.fogCoord, col);
                 return col;
             }
         ENDCG
     }
 }
 
 }
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Answer by Steven-1 · Aug 04, 2015 at 02:12 PM

Enabling Debug mode in the inspector allowed me to see the problem; The material's "Custom Render Que" was set to 3000, instead of the default -1. (-1 causes the queue in the shader to be used, anything else will override the value in the shader)

How it got this value is a mysterie to me, I never set it in code, nor through the debug mode.

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avatar image liudake · Mar 17, 2016 at 10:15 AM 1
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That's exactly the key for the problem.I've been bothered for nearly half year.Thanks for your comment! :)

avatar image Mikael-H · Oct 17, 2016 at 12:56 PM 0
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Same thing here, but $$anonymous$$e was set to 2000 ins$$anonymous$$d of 3000. I wonder if there is some magical key combo one can accidentally hit to set it :)

avatar image b4th · Mar 09, 2017 at 10:49 AM 0
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The material's 'Custom Render Queue' is set automatically when you set the material's shader. So you need to un-assign and then re-assign the shader to the material whenever you change the render queue in code. A nice little quirk [bug] in Unity.

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