Material property block overrides Sorting Priority when other properties are set.

I have an unlit shader made with shader graph. I set color and scroll values in code via materialpropertyblock. However it seems to override the sorting priority field in the shader

                liner.GetPropertyBlock(_propertyBlock);
                _propertyBlock.SetVector("_ScrollSpeed", new Vector2((CurFlowDirection.isNegativeDir()? 1: -1) * powerGradientScrollSpeed ,0));
                _propertyBlock.SetVector("_GradientTiling", new Vector2(PowerGradientTiling * lengthFactor,1));
                liner.SetPropertyBlock(_propertyBlock);

This is used in a line renderer that sits slightly above a sprite. I’m using perspective cam for 2.5d sprites. Unless sorting priority is >= 1, the line renderer is obstructed by the sprite unless the z diff is high(>=.5f). When I set the other properties, sorting priority is reset to zero.

Isn’t materialpropertyblock supposed to keep the non overriden properties? If not, any way to handle this without sorting Priority? The line renderer needs to be close to the sprite. z distance of .5f is too much.

Edit: Issue was elsewhere, sorting prioirty was not overriden by propblock