Non static occludee hidden by occluder

Hi,

On a VR project, I had some GUI I wanted to be drawn over everything, no matter what, but since I had to use World Space canvas, the best I came up with was to add a material to all my drawn GUI element using a shader to have it drawn over everything (I don’t fully understand the shader, I found it on the internet while looking for means to draw world space GUI over everything).

I’ve had no problems with this technique, actually, until now, it has worked wonders. But then I tried mixing that with occlusion areas and, somehow, my GUI gets hidden behind occluders.

Of course, neither my GUI nor any of it’s parents, nor children are marked as occludee static, so I don’t understand why it disappears.
I did check that it was an occlusion problem by checking that the item was still in the scene, but when going into the “visualisation” tab of the occlusion window, it is hidden.

Any hint on what I might be doing wrong? Here is the code of the shader :

Shader "UI/MenuOverEverything"
 {
     Properties
     {
         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _Color ("Tint", Color) = (1,1,1,1)
          
         _StencilComp ("Stencil Comparison", Float) = 8
         _Stencil ("Stencil ID", Float) = 0
         _StencilOp ("Stencil Operation", Float) = 0
         _StencilWriteMask ("Stencil Write Mask", Float) = 255
         _StencilReadMask ("Stencil Read Mask", Float) = 255
  
         _ColorMask ("Color Mask", Float) = 15
     }
  
     SubShader
     {
         Tags
         { 
             "Queue"="Overlay+1" 
             "IgnoreProjector"="True" 
             "RenderType"="Transparent" 
             "PreviewType"="Plane"
             "CanUseSpriteAtlas"="True"
         }
          
         Stencil
         {
             Ref [_Stencil]
             Comp [_StencilComp]
             Pass [_StencilOp] 
             ReadMask [_StencilReadMask]
             WriteMask [_StencilWriteMask]
         }
  
         Cull Off
         Lighting Off
         ZWrite Off
         ZTest Off
         Blend SrcAlpha OneMinusSrcAlpha
         ColorMask [_ColorMask]
  
         Pass
         {
         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "UnityCG.cginc"
              
             struct appdata_t
             {
                 float4 vertex   : POSITION;
                 float4 color    : COLOR;
                 float2 texcoord : TEXCOORD0;
             };
  
             struct v2f
             {
                 float4 vertex   : SV_POSITION;
                 fixed4 color    : COLOR;
                 half2 texcoord  : TEXCOORD0;
             };
              
             fixed4 _Color;
             fixed4 _TextureSampleAdd; //Added for font color support
  
             v2f vert(appdata_t IN)
             {
                 v2f OUT;
                 OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                 OUT.texcoord = IN.texcoord;
 #ifdef UNITY_HALF_TEXEL_OFFSET
                 OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
 #endif
                 OUT.color = IN.color * _Color;
                 return OUT;
             }
  
             sampler2D _MainTex;
  
             fixed4 frag(v2f IN) : SV_Target
             {
             half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;  //Added for font color support
             clip (color.a - 0.01);
             return color;
             }
         ENDCG
         }
     }
 }

Note : I’m currently using Unity 5.4.2f2

If your UI always stays infront of everything, create a second camera, set it’s depth higher than the game cam and let it render the UI only. This way it has nothing ever than can occlude it.