_MainTex_ST Redefinition error

I need some help I’m trying to put together a particle shader using the surface shader mixed with the soft particle shader and It says the “Redefinition of _MainTex_ST at line 126 (d3d11)” but the code is only 117 lines long. could I have some help with this. I doubt I’m even doing this correctly and need help doing this correctly.
thank you.

Shader "Particles/SurfaceParticle(Soft)" {
 Properties {
     _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
     _MainTex ("Particle Texture", 2D) = "white" {}
     _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
 }

          Category {
     //Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
     Blend SrcAlpha OneMinusSrcAlpha
     AlphaTest Greater .01
     ColorMask RGB
     Cull Off Lighting On ZWrite Off Fog { Color (0,0,0,0) }
     BindChannels {
         Bind "Color", color
         Bind "Vertex", vertex
         Bind "TexCoord", texcoord
     }
SubShader {
        Tags { "Queue"="Transparent" "RenderType"="Transparent" }
        CGPROGRAM
          //#pragma surface surf SimpleLambert
          #pragma surface surf Lambert alpha
          half4 LightingSimpleLambert (SurfaceOutput s, half3 lightDir, half atten) {
              half NdotL = dot (s.Normal, lightDir);
              half4 c;
              c.rgb = s.Albedo * _LightColor0.rgb * (NdotL * atten);
              c.a = s.Alpha;
              return c;
          }
  
        struct Input {
            float2 uv_MainTex;
        };
        
        sampler2D _MainTex;
        fixed4 _TintColor;
        
        void surf (Input IN, inout SurfaceOutput o) {
            o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
            o.Alpha = tex2D (_MainTex, IN.uv_MainTex).a;
        }

        struct appdata_t {
                 float4 vertex : POSITION;
                 fixed4 color : COLOR;
                 float2 texcoord : TEXCOORD0;
             };
 
             struct v2f {
                 float4 vertex : POSITION;
                 fixed4 color : COLOR;
                 float2 texcoord : TEXCOORD0;
                 #ifdef SOFTPARTICLES_ON
                 float4 projPos : TEXCOORD1;
                 #endif
             };

             float4 _MainTex_ST;
 
             v2f vert (appdata_t v)
             {
                 v2f o;
                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                 #ifdef SOFTPARTICLES_ON
                 o.projPos = ComputeScreenPos (o.vertex);
                 COMPUTE_EYEDEPTH(o.projPos.z);
                 #endif
                 o.color = v.color;
                 o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
                 return o;
             }
 
             sampler2D _CameraDepthTexture;
             float _InvFade;
             
             fixed4 frag (v2f i) : COLOR
             {
                 #ifdef SOFTPARTICLES_ON
                 float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
                 float partZ = i.projPos.z;
                 float fade = saturate (_InvFade * (sceneZ-partZ));
                 i.color.a *= fade;
                 #endif
                 
                 return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
             }

        ENDCG
        }

     // ---- Fragment program cards

 
     // ---- Dual texture cards
     SubShader {
         Pass {
             SetTexture [_MainTex] {
                 constantColor [_TintColor]
                 combine constant * primary
             }
             SetTexture [_MainTex] {
                 combine texture * previous DOUBLE
             }
         }
     }
     
     // ---- Single texture cards (does not do color tint)
     SubShader {
         Pass {
             SetTexture [_MainTex] {
                 combine texture * primary
             }
         }
     }
 }
 }

okay I almost got the shader to work the way I want too. but now I need to have the alpha in the surface shader part to be using the alpha from the fragment shader part.
could I also have some help figuring that part out please?

Shader "Particles/LitParticles" {
 Properties {
     _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
     _MainTex ("Particle Texture", 2D) = "white" {}
     _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
 }
        Category {
     Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
     Blend SrcAlpha OneMinusSrcAlpha
     AlphaTest Greater .01
     ColorMask RGB
     Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
     BindChannels {
         Bind "Color", color
         Bind "Vertex", vertex
         Bind "TexCoord", texcoord
     }

     SubShader {
      Tags { "Queue"="Transparent" "RenderType"="Transparent" }
      CGPROGRAM
       #pragma surface surf Lambert alpha
      struct Input {
          float2 uv_MainTex;
      };
      sampler2D _MainTex;
      void surf (Input IN, inout SurfaceOutput o) {
          o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
          o.Alpha = tex2D (_MainTex, IN.uv_MainTex).a*1;
      }
      ENDCG
      

     // ---- Fragment program cards
         Pass {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma fragmentoption ARB_precision_hint_fastest
             #pragma multi_compile_particles
 
             #include "UnityCG.cginc"
 
             sampler2D _MainTex;
             fixed4 _TintColor;
             
             struct appdata_t {
                 float4 vertex : POSITION;
                 fixed4 color : COLOR;
                 float2 texcoord : TEXCOORD0;
             };
 
             struct v2f {
                 float4 vertex : POSITION;
                 fixed4 color : COLOR;
                 float2 texcoord : TEXCOORD0;
                 #ifdef SOFTPARTICLES_ON
                 float4 projPos : TEXCOORD1;
                 #endif
             };
             
             float4 _MainTex_ST;
 
             v2f vert (appdata_t v)
             {
                 v2f o;
                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                 #ifdef SOFTPARTICLES_ON
                 o.projPos = ComputeScreenPos (o.vertex);
                 COMPUTE_EYEDEPTH(o.projPos.z);
                 #endif
                 o.color = v.color;
                 o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
                 return o;
             }
 
             sampler2D _CameraDepthTexture;
             float _InvFade;
             
             fixed4 frag (v2f i) : COLOR
             {
                 #ifdef SOFTPARTICLES_ON
                 float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
                 float partZ = i.projPos.z;
                 float fade = saturate (_InvFade * (sceneZ-partZ));
                 i.color.a *= fade;
                 #endif
                 
                 return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
             }
             ENDCG 
         } 
     }
     // ---- Dual texture cards
     SubShader {
         Pass {
             SetTexture [_MainTex] {
                 constantColor [_TintColor]
                 combine constant * primary
             }
             SetTexture [_MainTex] {
                 combine texture * previous DOUBLE
             }
         }
     }
     
     // ---- Single texture cards (does not do color tint)
     SubShader {
         Pass {
             SetTexture [_MainTex] {
                 combine texture * primary
             }
         }
     }
 }
 }