Always-In-front alpha problem

Hey,

while developing a game for a client we came across a problem:

1184347--46020--$shaderTrouble.jpg

I tried to assemble the hand shader from snippets I found but since I suck at shaders I cannot seem to fix the problem

The hand icon is supposed to be always on top of everything. But when the transparent material overlays with the hand it is below.

This is the code for the experimental onTop Shader:

Shader "EXP/Alpha_Unlit_AlwaysInFront"
{
	Properties
	{
		//_Color ("Main Color", Color) = (1,1,1,1)
		_MainTex ("Base (RGB)", 2D) = "white" {}
	}

	SubShader
	{
		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
		Lighting Off Cull Off ZTest Off ZWrite Off Fog { Mode Off }
		Pass
		{
			Name "BASE"				
			Alphatest Off 
			Blend SrcAlpha OneMinusSrcAlpha
			SetTexture [_MainTex] {
			}
		}
	}
}

and this is the code for the transparent , look through objects.

Shader "Mobile/Transparent/Vertex Color" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_SpecColor ("Spec Color", Color) = (1,1,1,0)
	_Emission ("Emmisive Color", Color) = (0,0,0,0)
	_Shininess ("Shininess", Range (0.1, 1)) = 0.7
	_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}

Category {
	Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
	ZWrite Off
	Alphatest Greater 0
	Blend SrcAlpha OneMinusSrcAlpha 
	SubShader {
		Material {
			Diffuse [_Color]
			Ambient [_Color]
			Shininess [_Shininess]
			Specular [_SpecColor]
			Emission [_Emission]	
		}
		Pass {
			ColorMaterial AmbientAndDiffuse
			Fog { Mode Off }
			Lighting Off
			SeparateSpecular On
        	SetTexture [_MainTex] {
            Combine texture * primary, texture * primary
        }
        SetTexture [_MainTex] {
            constantColor [_Color]
            Combine previous * constant DOUBLE, previous * constant
        }  
		}
	} 
}
}

This can’t be too hard to fix, right?
What am I doing wrong?
And, are these shaders expensive when thinking about mobile use?
Help very, very much appreciated.

Simon

Try changing the Queue tag to Overlay. That will force it to draw after the transparencies.

Thanks a lot! That did it.
I am really intimidated with shaders - so powerful.

Thanks again.