3D Text Mesh Shader Z Buffer Issue

I use some 3D Text Mesh with a simple quad mesh background as sign/panel. Now the z depth is not correct on the text, it is seen through the different panels. I’ve been testing in the shader with ZTest and ZWrite, but failed to find a solution to this. Can anyone help out?

Shader "GUI/3D Text Shader 2" 
{ 
	Properties 
	{ 
 	  _MainTex ("Font Texture", 2D) = "white" {} 
	  _Color ("Text Color", Color) = (1,1,1,1) 
	} 

	SubShader 
	{ 
   		Tags { "Queue"="Overlay+1" "IgnoreProjector"="True" "RenderType"="Transparent" } 
   		Lighting Off Cull back ZWrite Off ZTest On Fog { Mode Off } 
   		Blend SrcAlpha OneMinusSrcAlpha
   		Pass 
   		{ 
      		Color [_Color] 
      		SetTexture [_MainTex] 
      		{ 
         		combine primary, texture * primary 
      		} 
   		} 
	} 
}

Just keep it as Queue=Transparent (which is how it starts.) Only change is to ZTest.

ZTest On, which you have, isn’t in the docs. ZTest Less is the usual way (but if ON isn’t giving an error, maybe it means “the normal way,” which is Less.)

FYI, the Overlay Queue is 4000, while Transparent is 3000. Higher Queue numbers place transparant objects more “on top” of lower ones. So Overlay+1 says to go on top of even transparent screen GUI stuff.