Alpha not working properly

My issue, is that its showing black blocks around the character

Shader "Custom/ColorTint"
{
    Properties
    {
        _MainTex("Particle Texture", 2D) = "white" {}
        _Color("Particle Color", Color) = (1.0, 1.0, 1.0, 1.0)
        _TintColorRed("Tint Color Red", Color) = (0.5,0.5,0.5,0.5)
        _TintColorGreen("Tint Color Green", Color) = (0.5,0.5,0.5,0.5)
        _TintColorBlue("Tint Color Blue", Color) = (0.5,0.5,0.5,0.5)
    }
    Category
    {
        Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
            Blend SrcAlpha OneMinusSrcAlpha
            AlphaTest Greater .01
            ColorMask RGB
            Cull Off Lighting Off ZWrite Off
            BindChannels
            {
              Bind "Color", color
              Bind "Vertex", vertex
              Bind "TexCoord", texcoord
            }
    }
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma fragmentation ARB_presision_hunt_fastest
            #pragma multi_compile_particles

            #include "UnityCG.cginc"

            sampler2D _MainTex;
            fixed4 _TintColorRed;
            fixed4 _TintColorGreen;
            fixed4 _TintColorBlue;

            struct appdata_t
            {
                float4 vertex : POSITION;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 vertex : POSITION;
                float2 texcoord : TEXCOORD0;
            };

            float4 _MainTex_ST;

            v2f vert(appdata_t v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                return o;
            }

            sampler2D _CameraDepthTexture;
            float _InvFade;

            fixed4 frag(v2f i) : COLOR
            {
                float4 baseColor = tex2D(_MainTex, i.texcoord);
                float alpha = baseColor.a;
                baseColor = alpha * (baseColor.r * _TintColorRed + baseColor.g * _TintColorGreen + baseColor.b * _TintColorBlue);
                baseColor.a = 1.0f - step(alpha, 0.1);
                return baseColor;
            }
            ENDCG
        }
    }
}

Bump!
I still haven’t figured out the issue!

What happens if you just use the texture’s alpha directly rather than using the step?