shader priority no effect - or where has the renderqueue value gone?

Before switching to URP i had a working heightline nautical chart showing white for deep and 2 colors of blue for depths from 5 to 2m. I built it by simply putting planes on these heights and then rendereing them in revers, by using a vertex lit shader and setting the renderqueue values to 3001, 3002, 3003 for the 3 shaders. So they get drawn in reverse order.
I cannot manage to reproduce the same thing with URP. I am trying the unlit shader and set the proirity. But the value has no effect.

Any idea what´s wrong?

it´s actually 3 blues - but you get the idea,

ok - I found a solution by using the Sprites/Default shader, which features the renderqueue value!