Alpha sorting problem

Hi,
I have an issue with a superposition of multiple objects with alpha channel. Unity seems to have problem to sort my objects(see image below). I try to change my shader to “transparent/Cutout/Diffuse” and it’s working well but now the look of the edge of my alpha channel is like a 4bit (no antialias).

I already work with other game engine and I’m use to manage alpha sorting by creating “render groups”. With this, every objects have his own render group. After this, I’m managing the order of rendering of these render groups. Is anybody knowing if there’s a way to do this kind of manipulation in Unity? Maybe there’s another way to manage the alpha sorting.
Thanks

The way I would probably fix this is by using a two-pass shader, which renders the opaque parts using alpha testing (like the cutout shaders), and then the translucent parts using alpha blending. Check out this as an example:

http://www.unifycommunity.com/wiki/index.php?title=VegetationTwoPass

Depending on the exact setup, another possibly solution is to use render queue tags. These are similar to the render groups you described, but per-shader. See:

http://unity3d.com/support/documentation/Components/SL-SubshaderTags.html

It’s perfect! Exactly what I’m searching for. Thank you very much.