[FREE] Transparent Lightmapped shader

I’ve only seen transparent vertexlit but not transparent lightmapped shader on unify/forums. So I decided to create one. Here’s the code:

Shader "Legacy Shaders/Lightmapped/Transparent" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_MainTex ("Base (RGB)", 2D) = "white" {}
	_LightMap ("Lightmap (RGB)", 2D) = "black" {}
}

SubShader {
	LOD 200
	Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
CGPROGRAM
#pragma surface surf Lambert alpha
struct Input {
  float2 uv_MainTex;
  float2 uv2_LightMap;
};
sampler2D _MainTex;
sampler2D _LightMap;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o)
{
  fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
  o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * _Color;
  half4 lm = tex2D (_LightMap, IN.uv2_LightMap);
  o.Emission = lm.rgb*o.Albedo.rgb;
  o.Alpha = c.a;
}
ENDCG
}
FallBack "Transparent/Diffuse"
}

Thanks. This works great but am having an issue. Objects with this shader attached are disappearing when viewing through glass but only when I zoom in toward the object. I am using the script below for the glass (from the forum) . Any help appreciated. Cheers. Rob.

// Upgrade NOTE: replaced ‘SeperateSpecular’ with ‘SeparateSpecular’
Shader “Mobile/EnvMapGlass1”
{

Properties
{
_EnvMap (“EnvMap”, 2D) = “black” { TexGen SphereMap }
}

SubShader
{
SeparateSpecular On
Tags {“Queue” = “Transparent” }

Pass
{
Name “BASE”
ZWrite on
//Blend One One // additive
Blend One OneMinusSrcColor // soft additive
//Blend SrcAlpha OneMinusSrcAlpha // real alpha blending
BindChannels
{
Bind “Vertex”, vertex
Bind “normal”, normal
}

SetTexture [_EnvMap]
{
combine texture
}
}
}
}

Solved with “Queue”=“Transparent-1”

Cheers,
Rob

I am using Unity 4.6.3p2 and this works fine on an iPad 4 running iOS 7 but stays opaque on an iPad Air running iOS 8. Works fine in the my Mac editor as well. Any thoughts or is this a bug?