iOS - Self Illuminated + Transparent shader?

I was wondering if anyone knew where I could find a shader that was a combination of the default Transparent/Diffuse and and Mobile/Background shader.

Thanks in advance!

Just add Emission [_Color] to the first one in the Material block.

Sorry Jessy, I asked the wrong question. Self Illum isn’t what I was looking for; I want it to just completely ignore the lighting in the scene. I think Mobile/Background is what actually does that

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

SubShader {
    Pass {
    	Tags {"Queue" = "Background" }
        Material { }
        Lighting Off
        Zwrite off
        Fog { Mode Off }
        SetTexture [_MainTex] {
            Combine texture 
        }

    }
}
}
Shader "Transparent/Diffuse" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}

SubShader {
	Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
	LOD 200

CGPROGRAM
#pragma surface surf Lambert alpha

sampler2D _MainTex;
float4 _Color;

struct Input {
	float2 uv_MainTex;
};

void surf (Input IN, inout SurfaceOutput o) {
	half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
	o.Albedo = c.rgb;
	o.Alpha = c.a;
}
ENDCG
}

Fallback "Transparent/VertexLit"
}

Thanks again!

Like this?

Or, even more simply, if you need no tint:

Shader "Transparent Texture" {
    
Properties {
    _MainTex ("Texture (A = Transparency)", 2D) = ""
}

SubShader {
	Tags {Queue = Transparent}
	ZWrite Off
	Blend SrcAlpha OneMinusSrcAlpha
	Pass {SetTexture[_MainTex]}
}

}

Perfect, thank you very much!