Sounds like z-fighting. Try using a shader that includes an offset. Simple example:
Shader "No More Z Fighting/Foreground Element"
{
Properties
{
_MainTex ("Main Texure (RGBA)", 2D) = "" {}
}
SubShader
{
ZWrite Off
Offset -1, 0 // This is the important part to avoid the Z Fighting
Blend SrcAlpha OneMinusSrcAlpha
Tags { "Queue" = "Transparent" }
Pass
{
SetTexture [_MainTex] { combine texture }
}
}
}
http://docs.unity3d.com/Documentation/Components/SL-Pass.html
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