Transparent Fresnel Shader Sometimes Obscuring Objects

I’m working to make a transparent shader with a glowing rim around the outside. The goal is to be able to see everything behind my transparent object. As can be seen in my attachments, objects behind my capsule are sometimes obscured in odd ways.

28544-fresnelcullingproblem2.png
28543-fresnelcullingproblem.png

I started with the rim lighting shader from here: Unity - Manual: Surface Shader examples

Here’s where I’m at now:

Shader "Custom/TransparentFresnel" 
{
    Properties 
    {
      _InnerColor ("Inner Color", Color) = (1.0, 1.0, 1.0, 1.0)
      _RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
      _RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
    }
    SubShader 
    {
      Tags { "Queue" = "Transparent" }
      
	  Cull Back
	  Blend One One
      
      CGPROGRAM
      #pragma surface surf Lambert
      
      struct Input 
      {
          float3 viewDir;
      };
      
      float4 _InnerColor;
      float4 _RimColor;
      float _RimPower;
      
      void surf (Input IN, inout SurfaceOutput o) 
      {
          o.Albedo = _InnerColor.rgb;
          half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
          o.Emission = _RimColor.rgb * pow (rim, _RimPower);
      }
      ENDCG
    } 
    Fallback "Diffuse"
  }

I’ve tried fiddling with different culling, using Blend SrcAlpha OneMinusSrcAlpha, using ZTest with just about every setting but none of that has worked so far. I’m no expert at shaders, but I’ve read through most of Unity’s documentation and used Strumpy Shader Editor a lot so I’m familiar with the language and concepts. Any pointers would be greatly appreciated.

Assuming you want objects further away to be drawn behind objects in the foreground, try adding:

ZWrite Off