A rendering problem with surface shaders.

Hello,
I have created a semi-transparent surface shader by using the lines

Blend SrcAlpha OneMinusSrcAlpha

and

#pragma surface surf Lambert alpha

but when I have a wall and a floor that both use this shader, and the middle height of my wall is aligned with the bottom of my floor (like in a second floored scene that doesn’t have a first floor), the floor I am standing on gets rendered first before the wall then gets rendered, causing the whole entire wall to look as if it masks the entire floor, even the part of the wall that is supposed to be visually tucked under my floor because visually it is further away from the camera than the floor is. How can Unity fix this?

Thank you,
Michael S. Lowe

I fixed it. I took out the ‘alpha’ in…

#pragma surface surf Lambert alpha

and switched my tags to…

Tags {“Queue”=“Transparent” “RenderType”=“Transparent”}