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Question by alemke · May 05, 2014 at 10:40 PM · shadertexturetransparencyscrolling

Shader Renders Behind everything in Scene

Im working with a shader that scrolls a transparent fog texture across a plane while another texture masks the plane. Here is a screenshot of the setup

alt text

The scrolling and masking work fine but the plane seems to render behind everything. Heres a screen shot showing that in both the editor view and the game view: alt text

Here is the shader code:

 Shader "Custom/BInfiniteFog" {
     Properties { 
        _MainColour("Colour",Color)=(1,1,1,1)
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _CutoffTex ("Alpha Guide", 2D) = "white" {}
        _ScrollDir("Scroll Direction",Vector)=(1,0,0,0.1)
        _FadeMul("Fading Multiplier",Range(0,3))=1
     }
     SubShader {
        Tags { "RenderType"="Transparent" "RenderQueue"="Transparent"}
        LOD 200
  
        CGPROGRAM
         #pragma surface surf WrapLambert alpha
         half4 LightingWrapLambert (SurfaceOutput s, half3 lightDir, half atten) {
            //half NdotL = dot (s.Normal, lightDir);
            half4 c;
            c.rgb = s.Albedo * _LightColor0.rgb * (atten * 2);
            c.a = s.Alpha;
            return c;
         }
  
        sampler2D _MainTex;
        sampler2D _CutoffTex;
        fixed4 _ScrollDir;
        fixed4 _MainColour;
        half _FadeMul;
        struct Input {
          float2 uv_MainTex;
          float2 uv_CutoffTex;
          float4 screenPos;
        };
  
        void surf (Input IN, inout SurfaceOutput o) {
          half4 c = tex2D (_MainTex, IN.uv_MainTex+_ScrollDir.xy*_ScrollDir.w*_Time.y)*_MainColour;
          o.Emission = c.rgb;
          o.Alpha=tex2D(_CutoffTex,IN.uv_CutoffTex).r*c.a;
          o.Alpha*=clamp(IN.screenPos.z*0.4*_FadeMul,0,1);
        }
        ENDCG
     } 
     FallBack "Diffuse"
 }
screen shot 2014-05-05 at 9.21.50 am.png (31.6 kB)
screen shot 2014-05-05 at 8.52.10 am.png (414.2 kB)
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Answer by RobertoLangarica · Aug 12, 2015 at 01:03 AM

Same problem here and solved changing "RenderQueue"="Transparent" for "Queue"="Transparent".

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