Fade between two textures while using light probes

Hello, I have run into a situation where I need a shader that can fade between two textures while using light probe info. I have found plenty of shaders that can blend two textures while not using light probe information, but none that can take this data in as well. How would I go around getting a shader that can do this? Can one simply modify the script of a currently working blend shader to take in light probe data? Thanks for any help. The shader without light probe input is below.

Shader "Myshaders/ChangeMaterial" {

    Properties {

        _Tint ("Tint Color", Color) = (.9, .9, .9, 1.0)

        _TexMat1 ("Base (RGB)", 2D) = "white" {}

        _TexMat2 ("Base (RGB)", 2D) = "white" {}

        _Blend ("Blend", Range(0.0,1.0)) = 0.0

    }

    

    Category {

        ZWrite On

        Alphatest Greater 0

        Tags {Queue=Transparent}

        Blend SrcAlpha OneMinusSrcAlpha

        ColorMask RGB

    SubShader {

        Pass {

            

            Material {

                Diffuse [_Tint]

                Ambient [_Tint]

            }

            Lighting On

            

            SetTexture [_TexMat1] { combine texture }

            SetTexture [_TexMat2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }

            SetTexture [_TexMat2] { combine previous +- primary, previous * primary }

        }

    } 

    FallBack " Diffuse", 1

}

}

Figured it out! Just needed to modify a pretty simple surface shader.

Shader "Custom/ChangeMatSurf" {
	Properties {
		_Color ("Color", Color) = (1,1,1,.25)
		_Blend ("Blend", Range (0,1)) = 0.5 
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_SecondTex ("Second (RGB)", 2D) = "white" {}
	}
	SubShader {
		Tags { "RenderType"="Opaque" "Queue" = "Transparent"}
		LOD 200
		
		CGPROGRAM
		#pragma surface surf Lambert alpha

		sampler2D _MainTex;
		sampler2D _SecondTex;

		struct Input {
			float2 uv_MainTex;
			float2 uv_SecondTex;
			float4 _Color;
		};
		float4 _Color;
		float _Blend;
		

		void surf (Input IN, inout SurfaceOutput o) {
			half4 c = tex2D (_MainTex, IN.uv_MainTex);
			half4 d = tex2D (_SecondTex, IN.uv_SecondTex);
			o.Albedo = lerp(c.rgb, d.rgb, _Blend); 
			o.Alpha = _Color.a;
		}
		ENDCG
	} 
	FallBack "Diffuse"
}