Why does this Shader become hidden behind a skybox?

The shader below makes my objects disappear when I turn my sky box on. I guess it’s got something to do with the Blend:

But when I use anything other than “Blend SrcAlpha OneMinusSrcAlpha” it changes the effect I want.

I just want a self Illum shader with a separate alpha channel, is this the best way of doing it or does anyone else have a better, simple shader?

Shader "WormHoleShader2" {

    Properties {
        
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _AlphaTex ("Trans. (Alpha)", 2D) = "white" {}

    }
    
    SubShader {
        ZWrite Off
        Lighting On
        Blend SrcAlpha OneMinusSrcAlpha
        
        
        Pass {
                SetTexture [_MainTex] {Combine texture} 
				SetTexture [_AlphaTex] {Combine previous, texture} 
            }

    }

}

Your sky-box is drawing in front of your mesh that’s why it disappears. You need to turn On depth writing and turn of culling to draw both sides of the polygons.(If u know,ignore this - Your second texture ‘_AlphaTex’ should have an alpha channel.It wont mask from RGB even if its only has Black n white)

Try this code (no tested properly)

Shader "WormHoleShader2" 
{
 
    Properties {
 
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _AlphaTex ("Trans. (Alpha)", 2D) = "white" {}
 
    }
 
    SubShader 
    {
    	Tags
		{
			"Queue"="Transparent"
			"RenderType"="Transparent"
		}
		
		Cull Off
        ZWrite On
        Lighting Off
        Blend SrcAlpha OneMinusSrcAlpha
 
 
        Pass 
        {
          SetTexture [_MainTex] {Combine texture} 
          SetTexture [_AlphaTex] {Combine previous, texture} 
            
         } 
    }
    
}

Hope this helps …!!!