Combining 2 shaders

I have a sphere in my game and I need to have a texture on its insides. For that I use a certail script. I also want to be able to fade textures in and out with a function I have in another script.

But I can not combine these script. No matter what I try, the image doesn’t show inside the sphere.

The shaders are:

Flip Insides:

Shader “Flip Normals” {

 Properties {
     _MainTex ("Base (RGB)", 2D) = "white" {}
}

  SubShader {

   Tags { "RenderType" = "Opaque" }

    Cull Front

    CGPROGRAM

    #pragma surface surf Lambert vertex:vert
    sampler2D _MainTex;

     struct Input {
         float2 uv_MainTex;
         float4 color : COLOR;
     };

    void vert(inout appdata_full v)
    {
        v.normal.xyz = v.normal * -1;
    }

    void surf (Input IN, inout SurfaceOutput o) {
              fixed3 result = tex2D(_MainTex, IN.uv_MainTex);
         o.Albedo = result.rgb;
         o.Alpha = 1;
    }

    ENDCG

  }

  Fallback "Diffuse"

}

And the fader:

Shader “Custom/AlphaBlendTransition” {

 Properties {
 _Blend ("Blend", Range (0, 1) ) = 0.0
 _BaseTexture ("Base Texture", 2D) = "" {}
 _OverlayTexture ("Texture 2 with alpha", 2D) = "" {}

 }
 SubShader {
     Pass {
         SetTexture[_BaseTexture]
         SetTexture[_OverlayTexture] {
             ConstantColor (0,0,0, [_Blend]) 
             combine texture Lerp(constant) previous
         }
     }
  }
}

Is it possible to combine these shaders while still viewing the texture from the spheres inside?

Properties {
_Blend (“Blend”, Range(0,1)) = 0.0
_MainTex (“Base (RGB)”, 2D) = “white” {}
_OverlayTex (“Texture 2”, 2D) = “white” {}
}
SubShader {
Tags { “RenderType” = “Opaque” }
Cull Front
CGPROGRAM
#pragma surface surf Lambert vertex:vert
sampler2D _MainTex;
sampler2D _OverlayTex;
struct Input {
float2 uv_MainTex;
float2 uv_OverlayTex;
float4 color : COLOR;
};
half _Blend;
void vert(inout appdata_full v)
{
v.normal.xyz = v.normal * -1;
}
void surf (Input IN, inout SurfaceOutput o) {
fixed3 result = lerp (tex2D (_MainTex, IN.uv_MainTex), tex2D (_OverlayTex, IN.uv_OverlayTex), _Blend);
o.Albedo = result.rgb;
o.Alpha = 1;
}
ENDCG
}
Fallback “Diffuse”