This is how I have it set up, but I think I didn't explain myself correctly.
What happens is that the underlying panels that have the depth pass enabled appear in front of the draggable panel, even though it is in front of them in 3D space. In other words, I am talking about other 3D elements of the UI, not the game scene.
But now that you mention that it is a transparent object rendering order issue, perhaps I can get it working by forcing the draggable panel to render last by manipulating its materials renderQueue value?