Multiple Images When Alpha Blending Masking

Im trying to make shader for applying a mask to a texture. The mask is greyscale where black is transparent and white is viewable. Ive tried so many things, but this is the closest ive gotten. Why is it that whenever i try to set the alpha value to anything but 1 I keep seeing multiple instances of the image in the output texture along with other weird visuals?

Shader "Unlit/MaskShader"
{
    Properties
    {
        _ForegroundTex ("Foreground", 2D) = "white" {}
        _MaskTex ("Mask", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Transparent" "Queue"="Transparent" }
        Blend SrcAlpha OneMinusSrcAlpha
        LOD 100

        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 _ForegroundTex;
            sampler2D _MaskTex;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // Sample the grayscale value from the mask texture
                fixed4 maskColor = tex2D(_MaskTex, i.uv);

                // Sample the color from the foreground texture
                fixed4 color = tex2D(_ForegroundTex, i.uv);

                // Blend the foreground color with the background color based on the mask alpha
                // color = lerp(fixed4(0, 1, 0, 0), color, maskColor.r); // i see a lot of weird visuals
                // color = lerp(fixed4(0, 1, 0, 0.5), color, maskColor.r); // i see like 5 instances with weird visuals
                // color = lerp(fixed4(0, 1, 0, 0.99), color, maskColor.r); // i see the very beginnings of the second instance
               color = lerp(fixed4(0, 1, 0, 1), color, maskColor.r); // i see 1 instance and the background is green

                return color;
            }
            ENDCG
        }
    }
}

Ive also tried this which i thought was the obvious answer:
color.a = maskColor.r; // i see like 5 instances with weird visuals
and this which i found online:
color.a *= maskColor.r; // very similar to the one above