How do I fix my sprite after aplying this unlit shader?

I was trying to make my character glow once he is behind something, it worked out but now my player sprite is like this:


I followed this tutorial right here (

) here is the complete code for the shader from that video:

Shader "N3K/AlwaysVisible"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Color("Visible", Color) = (0,0,0,0)
       
    }
    SubShader
    {
        Tags { "Queue"="Transparent" }
        LOD 100

        Pass{

            Cull Off
            ZWrite Off
            ZTest Always
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            struct appdata
            {
                float4 vertex : POSITION;
           
            };

            struct v2f
            {
           
                float4 vertex : SV_POSITION;
            };
            float4 _Color;
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
           
               
                return o;
            }
           
            fixed4 frag (v2f i) : SV_Target
            {
               
                return _Color;
            }
            ENDCG
        }
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
           
           
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
           
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
           
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
               
                return o;
            }
           
            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
           
                return col;
            }
            ENDCG
        }
    }
}

plz help me find a solution, ty

You have two problems. First, your first pass needs to sample your sprite to get the alpha information you need. Second, you need a Blend operation for each to make them transparent.

How exactly do I do that? Its my first time working with shaders so Idk much