Shader for 3D Text in iOS (iPhone, iPad) - be behind eclipsing object

So there is that issue that if you use 3D Text it appears on top of an object that is between the camera and the 3D Text. I know the issue can be resolve by using this shader:

http://wiki.unity3d.com/index.php?title=3DText

This works great in Windows or Mac but the shader doesn’t work on iOS.

I am not a shader specialist. How do I change this shader so it works on iOS:

Shader "GUI/3D Text Shader" { 
Properties { 
   _MainTex ("Font Texture", 2D) = "white" {} 
   _Color ("Text Color", Color) = (1,1,1,1) 
} 

SubShader { 
   Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 
   Lighting Off Cull Off ZWrite Off Fog { Mode Off } 
   Blend SrcAlpha OneMinusSrcAlpha 
   Pass { 
      Color [_Color] 
      SetTexture [_MainTex] { 
         combine primary, texture * primary 
      } 
   } 
} 
}

OK it turned out I was not assigning it correctly, I had to create new material. Drag the font texture onto it and set the new shader, then:

_textMesh = _gameObject.AddComponent<TextMesh>();
_textMesh.characterSize = _charSize;
_renderer = _gameObject.GetComponent<MeshRenderer>();
_renderer.material = Resources.Load<Material>("Fonts/ArialMaterial");
_textMesh.font = Resources.Load<Font>("Fonts/arial");