How do i Intensify Red Channel on Cubemap CG Unity 5?

I am running into a problem, I want to intensify the red pixels but i cant seem to do so each time i try it brightens the majority of the pixels. How do i fix this?

Code.

Shader "Custom/Shader_12" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Cubemap("Cube Map", CUBE) = "" {}
		_ReflAmount("Reflection Amount", Range(0.1, 1)) = 0.5
		_CMredC("CM Red Channel", Range(0,255)) = 0
		
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Lambert

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;
		samplerCUBE _Cubemap;
		float _ReflAmount;
		float _CMredC;

		struct Input {
			float2 uv_MainTex;
			float3 worldRefl;
		};
		
		fixed4 _Color;

		void surf (Input IN, inout SurfaceOutput o) {
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			float3 CM = texCUBE(_Cubemap, IN.worldRefl).rgb * _ReflAmount;
			o.Emission = CM * _CMredC.r;
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}
		ENDCG
	}
	FallBack "Diffuse"
}

I think the problem is in this line o.Emission = CM * _CMredC.r; You are multiplying _CMRed with every channel. Perhaps o.Emission = CM * float3(_CMredC.r, 1, 1); will do it.