How do I create a semi-transparent shader?

Currently in my shader I use:

half4 frag (v2f i) : COLOR
{
  half4 texcol = tex2D (_MainTex, i.uv);
  return texcol * _Color;
}

With the values:

  Tags {"Queue"="Transparent" "RenderType"="Transparent"}
  Blend SrcAlpha OneMinusSrcAlpha
  AlphaTest Greater 0

This basically does a tinted texture and only renders non-alpha pixels from the mesh. Perfect.

However, the ‘edge’ pixels aren’t blending properly.

The edge of my sprites have semi-alpha values; like 0.5, etc. this makes them smoothly blend into the background. Or it should.

Instead, the pixel is destructively being overwritten by the renderer.

How can I make my shader blend using the same blending algorithm (OneMinusSrcAlpha) to the pixel value of the items behind it?

Example of what I’m talking about: Imgur: The magic of the Internet

Edit: This is entirely in 2D using the Z axis as a layer. Ie. These objects are already Z-order sorted; the ‘stem’ in my example is Z 1.0, white the ‘leaves’ are at 0.0.

Requires depth sorting manually. See:
http://answers.unity3d.com/questions/359214/render-order-blending-and-rendermesh.html