Unity 3, my Surface Shader TransparentReflective doesn’t render against backround.

Hi i am experimenting a bit with the Surface Shaders. I try to write a Transparent Reflective one, But i have a problem,

It works perfectly in things that they are close, but against the skybox and far objects it dissapears. Doesn’t render.

am trying to tweek LOD with no success , ZWrite On and Off Cull Off … it seems that I am missing something . It is my first time trying to write a shader so I think that I make a basic mistake. Any help ?

Shader "Myshaders/TransparentReflective" {
    Properties {
        _Color ("Main Color", Color) = (1,1,1,1)
         _Cube ("Cubemap", CUBE) = "" {}
    }
    SubShader {
        Tags {"RenderQueue"="transparent" "RenderType"="transparent" }
        LOD 4000
        ZWrite On
        Cull Off

        CGPROGRAM
        #pragma surface surf Lambert alpha



        struct Input {
            float3 worldRefl;
            float4 _Color;
        };
        samplerCUBE _Cube;
        float4 _Color;
        void surf (Input IN, inout SurfaceOutput o) {
            o.Albedo = _Color.rgb;
            o.Emission = texCUBE (_Cube, IN.worldRefl).rgb*_Color.rgb;
            o.Alpha = _Color.a;
        }
        ENDCG
    } 
    FallBack "Transparent/Diffuse"
}

ok this works now, you can modify it to add textures and the rest … the problem was absolutely stupid … i had to use “Queue” instead of “ReanderQueue”. Please let me know if there are any other optimizations that can be done .

Shader "Myshaders/TransparentReflective" {
	Properties {
		_Color ("Main Color", Color) = (1,1,1,1)
		
		_Cube ("Cubemap", CUBE) = "" {}
	}
	SubShader {
		Tags {"Queue"="transparent""IgnoreProjector"="True"  "RenderType"="transparent" }
		   LOD 400
 		 ZWrite off
	
		CGPROGRAM
		#pragma surface surf Lambert alpha


	samplerCUBE _Cube;
		float4 _Color;
		
		struct Input {
			float3 worldRefl;
			float4 _Color;
		
		};
	
		void surf (Input IN, inout SurfaceOutput o) {
		    
			o.Albedo = texCUBE (_Cube, IN.worldRefl).rgb*_Color.rgb;
			o.Emission = texCUBE (_Cube, IN.worldRefl).rgb*_Color.rgb;
			o.Alpha = _Color.a;
		}
		ENDCG
	} 
	FallBack "Transparent/Diffuse"
}