The quick brown fox jumps over the lazy dog 903

The quick brown fox jumps over the lazy dog

The quick brown fox jumps over the lazy dog

The quick brown fox jumps over the lazy dog

Is there any other reason why you’re not splitting the textures into opaque and transparent? Consider the basic rendering order - opaque objects in the scene will render first and be properly rendered/composited according to their depth/position. Transparent objects are rendered later and are rendered according to their distance from the camera, which may change the rendering order (and therefore the final compositing) as the camera moves depending on object bounds and distances to the camera.

I haven’t really used the standard shader much, but you might want to check your materials to see if multiple objects will render as you expect, or if they will flicker in front of one another as you move the camera or have other zdepth-related issues in your scene. Also, there are other parts of the rendering pipeline that might not work as expected if you’re not using opaque materials where you should be - shadows, projectors, maybe some gi/lighting, other effects…

You don’t want to use transparency mode. You want fade mode. Also, you have to enable the depth buffer.
See this thread for help: Standard shader with depth buffer (Base for Ghost/Spirit effect) - Unity Engine - Unity Discussions

The quick brown fox jumps over the lazy dog

I think that the similar problem…