Help with changing a shader to be unlit

The shader I have I believe is just a basic shader that has vertex color capabilities, and I’d like to turn it into an unlit shader so I can remove the light from my scene (everything else is unlit 2D stuff, this is the only thing that requires light).

Shader "Custom/CubeShader" {
	Properties{
		_MainTex("Base (RGB)", 2D) = "white" {}
	}
		SubShader{
		Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
		//Tags { "RenderType" = "Opaque" }
		LOD 300

		CGPROGRAM
#pragma surface surf Lambert alpha

		sampler2D _MainTex;
	struct Input {
		float2 uv_MainTex;
		float4 color: Color; // Vertex color
	};
	void surf(Input IN, inout SurfaceOutput o) {
		half4 c = tex2D(_MainTex, IN.uv_MainTex);
		o.Albedo = c.rgb * IN.color.rgb; // vertex RGB
		o.Alpha = c.a * IN.color.a; // vertex Alpha
	}
	ENDCG
	}
		FallBack "Diffuse"
}

I know next to nothing about shaders, so any help would be greatly appreciated!

Can’t test it right now. Let me know if any compilation error.
Update 0920: modified from built-in Unlit/Normal (Texture) shader.

Shader "Custom/CubeShader" {
Properties {
	_MainTex ("Base (RGB)", 2D) = "white" {}
}

SubShader {
	Tags { "RenderType"="Opaque" }
	Lighting Off
	ZWrite On//Off for transparent
	Cull Back//Off if you want to show Front and Back sides.
	LOD 100
	
	Pass {  
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 2.0
			
			#include "UnityCG.cginc"

			struct appdata_t {
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
				fixed4 color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f {
				float4 vertex : SV_POSITION;
				float2 texcoord : TEXCOORD0;
				fixed4 color : COLOR;
				UNITY_VERTEX_OUTPUT_STEREO
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			
			v2f vert (appdata_t v)
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				o.color = v.color;
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
				return col;
			}
		ENDCG
	}
}

}