Shader Renders Behind everything in Scene

Im working with a shader that scrolls a transparent fog texture across a plane while another texture masks the plane. Here is a screenshot of the setup

[26178-screen+shot+2014-05-05+at+9.21.50+am.png|26178]

The scrolling and masking work fine but the plane seems to render behind everything. Heres a screen shot showing that in both the editor view and the game view:
[26179-screen+shot+2014-05-05+at+8.52.10+am.png|26179]

Here is the shader code:

Shader "Custom/BInfiniteFog" {
    Properties { 
       _MainColour("Colour",Color)=(1,1,1,1)
       _MainTex ("Base (RGB)", 2D) = "white" {}
       _CutoffTex ("Alpha Guide", 2D) = "white" {}
       _ScrollDir("Scroll Direction",Vector)=(1,0,0,0.1)
       _FadeMul("Fading Multiplier",Range(0,3))=1
    }
    SubShader {
       Tags { "RenderType"="Transparent" "RenderQueue"="Transparent"}
       LOD 200
 
       CGPROGRAM
        #pragma surface surf WrapLambert alpha
        half4 LightingWrapLambert (SurfaceOutput s, half3 lightDir, half atten) {
           //half NdotL = dot (s.Normal, lightDir);
           half4 c;
           c.rgb = s.Albedo * _LightColor0.rgb * (atten * 2);
           c.a = s.Alpha;
           return c;
        }
 
       sampler2D _MainTex;
       sampler2D _CutoffTex;
       fixed4 _ScrollDir;
       fixed4 _MainColour;
       half _FadeMul;
       struct Input {
         float2 uv_MainTex;
         float2 uv_CutoffTex;
         float4 screenPos;
       };
 
       void surf (Input IN, inout SurfaceOutput o) {
         half4 c = tex2D (_MainTex, IN.uv_MainTex+_ScrollDir.xy*_ScrollDir.w*_Time.y)*_MainColour;
         o.Emission = c.rgb;
         o.Alpha=tex2D(_CutoffTex,IN.uv_CutoffTex).r*c.a;
         o.Alpha*=clamp(IN.screenPos.z*0.4*_FadeMul,0,1);
       }
       ENDCG
    } 
    FallBack "Diffuse"
}

Same problem here and solved changing “RenderQueue”=“Transparent” for “Queue”=“Transparent”.