Depth-sorting

What is the correct method of predictably controlling depth sorting? My shader is as follows:

 Shader "Unlit Modulated Texture" {
    Properties {
       _MainTex ("Texture", 2D) = "white" {}
       _Color ("Color", Color) = (1,1,1)
    }
    
    SubShader {
       Lighting Off
       cull off
       ztest always
       Zwrite on
       Fog { Mode Off }
       Tags {"Queue" = "Geometry" }
       Pass {
          Blend SrcAlpha OneMinusSrcAlpha
          SetTexture [_MainTex] {
             constantColor [_Color]
             Combine texture * constant, texture * constant
          }
       }
    }
 }

I’m using a perspective camera, FOV 15 and near/far clip at 20/100 respectively. I’m getting really bad depth sorting issues. I could manually set the renderqueue for each object but that’ll leave me with a nightmare of constantly updating which object is nearer the camera.

I assume I’ve just done something silly in my shader?

EDIT: All objects are solid, no transparency mapping.

Solved. I just deleted a chunk of the shader.

 Shader "Unlit Modulated Texture Shader" {
    Properties {
       _MainTex ("Texture", 2D) = "white" {}
       _Color ("Color", Color) = (1,1,1)
    }
    
    SubShader {
       Pass {
          Blend SrcAlpha OneMinusSrcAlpha
          SetTexture [_MainTex] {
             constantColor [_Color]
             Combine texture * constant, texture * constant
          }
       }
    }
 }