A fixed function shader is not going to yield the best performance/battery life. The background queue is not a good place for it. Reason being, the whole thing will need to be drawn, instead of just the visible pixels. You’ve got the right idea, but you need to figure out what will work for your scene. Putting it in the Geometry queue should yield the best performance, but changing to ZWrite Off will incur a performance hit. If you need that, move it into a later queue. But figure out why you need it. It’s likely that your scene isn’t set up optimally, if you can’t have the background writing to the depth buffer.