Multiple queue in a shader

How can I set multiple Queues in a shader, because I want the shader to be transparent and always be placed behind anything else. So wouldn’t I need to set the Queue to Background and to Transparent, if not how would I do this. I am new to shaders, so I am not entirely sure.

Shader "Background/Alpha" {
Properties {
	_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
	_MainTex ("Particle Texture", 2D) = "white" {}
	_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}

Category {
	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
	Blend SrcAlpha OneMinusSrcAlpha
	AlphaTest Greater .01
	ColorMask RGB
	Cull Off Lighting Off ZWrite Off

	SubShader {
		Pass {
		
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_particles
			
			#include "UnityCG.cginc"

			sampler2D _MainTex;
			fixed4 _TintColor;
			
			struct appdata_t {
				float4 vertex : POSITION;
				fixed4 color : COLOR;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f {
				float4 vertex : SV_POSITION;
				fixed4 color : COLOR;
				float2 texcoord : TEXCOORD0;
				#ifdef SOFTPARTICLES_ON
				float4 projPos : TEXCOORD1;
				#endif
			};
			
			float4 _MainTex_ST;

			v2f vert (appdata_t v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				#ifdef SOFTPARTICLES_ON
				o.projPos = ComputeScreenPos (o.vertex);
				COMPUTE_EYEDEPTH(o.projPos.z);
				#endif
				o.color = v.color;
				o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
				return o;
			}

			sampler2D_float _CameraDepthTexture;
			float _InvFade;
			
			fixed4 frag (v2f i) : SV_Target
			{
				#ifdef SOFTPARTICLES_ON
				float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
				float partZ = i.projPos.z;
				float fade = saturate (_InvFade * (sceneZ-partZ));
				i.color.a *= fade;
				#endif
				
				return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
			}
			ENDCG 
		}
	}	
}
}

I know little to nothing about shaders, but I got around a vertex transparency masking problem by setting render queues on the gameObjects themselves.
Instead of a shader with multiple positions in a queue, having different positions for different elements is easier to make sense of. Just as long as all your elements have the same shader in common.

Approaching this from a component perspective, you’d just need to add a component that sets the queue(s) on the background(s).

Also keep in mind that the editor view doesn’t show the effects of render queue changes made via components until your in play mode. (unless there’s something I’m missing about having it show while !Application.playing)