Alpha in surface shader

I have the following very simple surface shader but no matter what I do with the alpha, it always appears slightly transparent.

Shader "Sphere Shader" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
	}
	SubShader {
		Tags { "RenderType" = "Opaque" }
		CGPROGRAM
		#pragma surface surf Lambert alpha
		
		struct Input {
		   	float3 viewDir;
		};
		
		float4 _Color;

		void surf (Input IN, inout SurfaceOutput o) {
		    o.Albedo = _Color.rgb;
		    o.Alpha = 1.0;
		    o.Gloss = 0.0;
		}
		ENDCG
	}
	Fallback "VertexLit"
} 

What’s wrong??

Figured this one out on my own. I needed to add the tag “Queue” = “Transparent” so it is rendered after opaque geometry.