can you make a surface shader be drawn before or after a certain pass?

I’m trying to make a bumped silhouette outline shader based on the Silhouette-Outlined Diffuse shader, but Unity requires me to use surface shaders, and the problem is, the outline gets drawn after the surface shader so the object can’t be seen. How do I control when the surface shader gets drawn?

Shader "Outlined/Silhouetted Bumped Diffuse" {
	Properties {
		_Color ("Main Color", Color) = (.5,.5,.5,1)
		_OutlineColor ("Outline Color", Color) = (0,0,0,1)
		_Outline ("Outline width", Range (0.0, 0.03)) = .005
		_MainTex ("Base (RGB)", 2D) = "white" { }
		_BumpMap ("Bumpmap", 2D) = "bump" {}
#include "UnityCG.cginc"

struct appdata {
	float4 vertex : POSITION;
	float3 normal : NORMAL;

struct v2f {
	float4 pos : POSITION;
	float4 color : COLOR;

uniform float _Outline;
uniform float4 _OutlineColor;

v2f vert(appdata v) {
	// just make a copy of incoming vertex data but scaled according to normal direction
	v2f o;
	o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

	float3 norm   = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
	float2 offset = TransformViewToProjection(norm.xy);

	o.pos.xy += offset * o.pos.z * _Outline;
	o.color = _OutlineColor;
	return o;

	SubShader {
		Tags { "Queue" = "Transparent" }

#pragma surface surf Lambert
struct Input {
	float2 uv_MainTex;
	float2 uv_BumpMap;
sampler2D _MainTex;
sampler2D _BumpMap;
uniform float3 _Color;
void surf(Input IN, inout SurfaceOutput o) {
	o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color;
	o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));

		// note that a vertex shader is specified here but its using the one above
		Pass {
			Name "OUTLINE"
			Tags { "LightMode" = "Always" }
			Cull Off
			ZWrite Off
			ZTest Always

			// you can choose what kind of blending mode you want for the outline
			Blend SrcAlpha OneMinusSrcAlpha // Normal
			//Blend One One // Additive
			//Blend One OneMinusDstColor // Soft Additive
			//Blend DstColor Zero // Multiplicative
			//Blend DstColor SrcColor // 2x Multiplicative

#pragma vertex vert
#pragma fragment frag

half4 frag(v2f i) : COLOR {
	return i.color;
	Fallback "Diffuse"

Ok, guys I found the answer, turns out you can reorder when the surface shader gets drawn by cutting-pasting its CGPROGRAM block before or after the pass block. You can also have more than one surface shader and order them however you like.