How to turn off sorting of transparent objects?

The unity docs say:

Geometry render queue optimizes the drawing order of the objects for best performance. All other render queues sort objects by distance, starting rendering from the furthest ones and ending with the closest ones.

I have a bunch of transparent objects and I know they won't interfere with each other. Is there any way to turn off sorting them by distance, but still have them drawn after the Geometry pass?

Yes, there are 500 other queues you can use.

http://forum.unity3d.com/threads/58794-renderqueue-sorting

(I assume you've already read this page.)

I'd report this as a documentation bug, but they never listen to me about including specific helpful information about writing shaders, so I'm not going to bother. >:-O Feel free.