iPhone Shader - Unlit, 2 textures (alpha blend), Base needs tint.

Hello Unity Community.

Thank you for taking the time to check out my question. I am trying to put a shader together. I snipped bits and piaces from all over. Including one of Jessy’s answers on a blend material.

Which is great but I needed was a little closer to the Unity example on Texture blends.

Shader "Examples/2 Alpha Blended Textures" {
    Properties {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _BlendTex ("Alpha Blended (RGBA) ", 2D) = "white" {}
    }
    SubShader {
        Pass {
            // Apply base texture
            SetTexture [_MainTex] {
                combine texture
            }
            // Blend in the alpha texture using the lerp operator
            SetTexture [_BlendTex] {
                combine texture lerp (texture) previous
            }
        }
    }
}  

The problem is that it does not allow me to Tint I have been trying to add it from other bits of code but with no luck. The closest thing I found was a Unlit shader with the ability to alter the tint that someone made, Then I added the blend alpha texture part of the shader and it works but parts of it are semi transparent and I am having a hard time figuring out why.

This is the closest shader I was able to snip together to do what I want. How would I remove the semi transparent aspect of it.

Shader "Unlit/AlphaSelfIllum TexBlend" {
    Properties {
        _Color ("Color Tint", Color) = (1,1,1,1)
        _MainTex ("SelfIllum Color (RGB) ", 2D) = "white"
		_BlendTex ("Alpha Blended (RGBA) ", 2D) = "white" {}
    }
    Category {
       Lighting On
       ZWrite Off
       Cull Back
       Blend SrcAlpha OneMinusSrcAlpha
       Tags {Queue=Transparent}
       SubShader {
            Material {
               Emission [_Color]
            }
            Pass {
               SetTexture [_MainTex] {
                      Combine Texture * Primary, Texture * Primary
                }
				 // Blend in the alpha texture using the lerp operator
            SetTexture [_BlendTex] {
                combine texture lerp (texture) previous
            }
            }
        } 
    }
}

You haven’t said what you want to do with the alpha blend. I’m going to go with the assumption that you want the alpha channel of “Color Tint” to provide a constant value until you say otherwise.

(Lighting, and the Category block, were not useful to you. Just paste this in place of your Category block.)

SubShader {
	Tags {"Queue"="Transparent"}
	ZWrite Off
	Blend SrcAlpha OneMinusSrcAlpha
	Pass {
		SetTexture[_MainTex] {
			ConstantColor[_Color]
			Combine texture * constant, constant
		}
		SetTexture[_BlendTex] {Combine texture Lerp(texture) previous, previous}
	}
}