Shader Queue = Background problem

Hi,
I wanted to draw skydome but doesn’t want to scale it too big which will need to increase camera far plane value.
Hence, using the shader tag “Queue” = “Background”.

I use Unity build-in shader, Unlit, add ZWrite=Off, and change queue tag.
This shader works in 3.5.6

However now I would like to use it in Unity 4.0.0f7
The shader is not working anymore. It doesn’t draw as background.
So, I thought might be Unity shader has change. I downloaded Unity4 shader and create it, but the result is still fail.
I use Diffuse CGPROGRAM with those Zwrite and Queue, and the result is working. But I would like to Unlit the skydome.

Anyone can help?

This work in Unity 3.5.6

Shader "Custom/Unlit-Background" {
Properties {
	_MainTex ("Base (RGB)", 2D) = "white" {}
}

SubShader {
	Tags { "Queue"="Background" }
	ZWrite Off
	
	Pass {
		Lighting Off
		SetTexture [_MainTex] { combine texture } 
	}
}
}

Diffuse render in background

Shader "Diffuse-Background" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
	Tags { "Queue"="Background" }
        ZWrite Off
	LOD 200

CGPROGRAM
#pragma surface surf Lambert

sampler2D _MainTex;
fixed4 _Color;

struct Input {
	float2 uv_MainTex;
};

void surf (Input IN, inout SurfaceOutput o) {
	fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
	o.Albedo = c.rgb;
	o.Alpha = c.a;
}
ENDCG
}

Fallback "VertexLit"
}

Another experiment with vert/frag

Shader "Custom/Test" {
		Properties {	
			_MainTex ("Base (RGB)", 2D) = "white" {	}
		}
	
	SubShader {
		Tags {"Queue" = "Background" }
		ZWrite Off
		Lighting Off
		LOD 200
		
		Pass { 
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"
			
			sampler2D _MainTex;
			
			struct v2f {
			    float4  pos : SV_POSITION;
			    float2  uv : TEXCOORD0;
			};
			
			float4 _MainTex_ST;
			
			v2f vert (appdata_base v)
			{
			    v2f o;
			    o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
			    o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
			    return o;
			}
			
			half4 frag (v2f i) : COLOR
			{
			    return tex2D (_MainTex, i.uv);
			}
			ENDCG
		}
	}
}

Sorry guys,
I think i know what’s the problem…

The camera render path… set it to Forward, then all the shader above are working.