outline shader problems

I’m having trouble to queue my Outline.

I can’t get it to be allways drawn on front of everything. Can you please help me?
all the stuff I’m doing doesn’t seem to have any effect to my outline object.


Script I’m using (present on several objects. also on the outline object. to set the queue):

/*
	SetRenderQueue.cs
 
	Sets the RenderQueue of an object's materials on Awake. This will instance
	the materials, so the script won't interfere with other renderers that
	reference the same materials.
*/

using System.Collections.Generic;
using UnityEngine;

[AddComponentMenu("Rendering/SetRenderQueue")]

public class SetRenderQueue : MonoBehaviour
{

   [SerializeField]
   protected int[] m_queues = new int[] { 3000 };

   protected void Awake() {
      Renderer[] rr = GetComponents<Renderer>();
      List<Material> materials = new List<Material>();
      foreach (Renderer r in rr) {
         materials.AddRange(r.materials);
      }
      Terrain t = GetComponent<Terrain>();
      if (t) materials.Add(t.materialTemplate);
      for (int i = 0; i < materials.Count && i < m_queues.Length; ++i) {
         materials<em>.renderQueue = m_queues*;*</em>

}
enabled = false;
}
}
Shader I’m using:
Shader “Outlined/Silhouette Only” {
* Properties {*
* _OutlineColor (“Outline Color”, Color) = (0,0,0,1)
_Outline (“Outline width”, Range (0.0, 0.03)) = .005*

* }*

CGINCLUDE
#include “UnityCG.cginc”

struct appdata {
* float4 vertex : POSITION;*
* float3 normal : NORMAL;*
};

struct v2f {
* float4 pos : POSITION;*
* float4 color : COLOR;*
};

uniform float _Outline;
uniform float4 _OutlineColor;

v2f vert(appdata v) {
* // just make a copy of incoming vertex data but scaled according to normal direction*
* v2f o;*
* o.pos = mul(UNITY_MATRIX_MVP, v.vertex);*

* float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
_
float2 offset = TransformViewToProjection(norm.xy);*_

o.pos.xy += offset * o.pos.z * _Outline;
* o.color = OutlineColor;
_
return o;*

}
ENDCG

* SubShader {*
* Tags { “Queue” = “Transparent” }*

* Pass {*
* Name “BASE”*
* Cull Back*
* Blend Zero One*

* // uncomment this to hide inner details:*
* //Offset -8, -8*

* SetTexture [OutlineColor] {
_
ConstantColor (0,0,0,0)*

* Combine constant*
* }*
* }*

* // note that a vertex shader is specified here but its using the one above*
* Pass {*
* Name “OUTLINE”*
* Tags { “LightMode” = “Always” “Queue” = “Overlay”}*
* Cull Front*

* // you can choose what kind of blending mode you want for the outline*
* //Blend SrcAlpha OneMinusSrcAlpha // Normal*
* //Blend One One // Additive*
* Blend One OneMinusDstColor // Soft Additive*
* //Blend DstColor Zero // Multiplicative*
* //Blend DstColor SrcColor // 2x Multiplicative*

CGPROGRAM
#pragma vertex vert
#pragma fragment frag

half4 frag(v2f i) :COLOR {
* return i.color;*
}
ENDCG
* }*

* }*

* Fallback “Diffuse”*
}

Try modifying the start of your subshader to be…

SubShader {
	Tags { 
		"Queue"="Overlay+1" 
	}
	ZWrite Off
	ZTest Always
	...