Metal Heat

Hello guys,
I need help with something like "Fake Heat: on a metal part.

I’ve two textures and an intensity value for heat level of that metal object.

But also i need alpha transparency whole object. Because it can be only a disc or plate. (check the image pls)

My Shader code is :

Shader "MetalHeat" {
Properties {
	_MainTex ("Metal Texture", 2D) = "white" {} 
	_HeatTex ("Heat Texture", 2D) = "gray" {} 
	_Intensity ("_Intensity", Range(0.0,1.0)) = 0.0
}
SubShader {
      Tags { "RenderType" = "Transparent" }
      CGPROGRAM
      #pragma surface surf Lambert
      struct Input {
          float2 uv_MainTex;
		  float2 uv_HeatTex;
      };
    
	 sampler2D _MainTex;
	 sampler2D _HeatTex;
		float _Intensity;


      void surf (Input IN, inout SurfaceOutput o) {
          o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
		  o.Emission = tex2D(_HeatTex,IN.uv_HeatTex).rgb * _Intensity;
		  o.Alpha=1.0;
      }
      ENDCG
    } 
    Fallback "Transparent/Diffuse"

}

Can anyone help me with that?

Thanks…

Gahh. It was so easy to do… Just missed a part…

Solved with "

Shader "MetalHeat" {
Properties {
	_MainTex ("Metal Texture", 2D) = "white" {} 
	_HeatTex ("Heat Texture", 2D) = "gray" {} 
	_Intensity ("_Intensity", Range(0.0,1.0)) = 0.0
}
SubShader {
      	Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
      CGPROGRAM
      #pragma surface surf Lambert alpha

      struct Input {
          float2 uv_MainTex;
		  float2 uv_HeatTex;
      };
    
	 sampler2D _MainTex;
	 sampler2D _HeatTex;
		float _Intensity;


      void surf (Input IN, inout SurfaceOutput o) {
		 half4 base = tex2D(_MainTex, IN.uv_MainTex);

          o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
		  o.Emission = tex2D(_HeatTex,IN.uv_HeatTex).rgb * _Intensity;
		  o.Alpha=base.a;
      }
      ENDCG
    } 
Fallback "Transparent/VertexLit"

}

Thanks anways.