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Answer by Mortoc

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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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