Pixelated noise on custom cutout shader

I’m writing a custom alpha cutout shader because I want to have a material texture for the visible parts, and programmatically generate the alpha map at runtime. The current code is below. The attached screenshot shows the shader on a simple plane with a circle alpha map. I can’t figure out where the noise in the alpha map is coming from. The built-in Unlit/Transparent Cutout shader works as expected, with no noise.

Thanks!

Shader "Custom/StandardAlphaCutout" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
        [NoScaleOffset] _MainTex ("Base (RGB)", 2D) = "white" {}

        [Normal] [NoScaleOffset] _Normal ("Normal (RGB)", 2D) = "bump" {}
        _NormalScale ("Normal scale", Vector) = (1,1,1,0)

        [NoScaleOffset] _MetallicGlossMap("Metallic (R) Smoothness (A)", 2D) = "white" {}
        _Metallic ("Metallic", Range(0,1)) = 0.0
        _Glossiness ("Smoothness", Range(0,1)) = 0.5

        _Cutoff ("Base Alpha cutoff", Range (0,.9)) = .5
        [Toggle(InvertAlpha)] _InvertAlpha("Invert alpha map?", Int) = 0
        _AlphaTex ("Alpha Map (RGB)", 2D) = "white" {}
    }
    SubShader {
        Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
        //LOD 200
        Cull Off
       
        CGPROGRAM

        #pragma shader_feature METALLICGLOSSMAP

        #pragma shader_feature InvertAlpha

        // Physically based Standard lighting model
        #pragma surface surf Standard alphatest:_Cutoff

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0
       
        sampler2D _MainTex;
        sampler2D _MetallicGlossMap;
        sampler2D _AlphaTex;
        sampler2D _Normal;
       
        struct Input {
            float2 uv_MainTex;
            float2 uv_AlphaTex;
            float2 uv_MetallicGlossMap;
            float2 uv_Normal;
        };
       
        fixed4 _NormalScale;
        fixed _Glossiness;
        fixed _Metallic;
        fixed4 _Color;

        void surf (Input IN, inout SurfaceOutputStandard o) {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D ( _MainTex, IN.uv_MainTex ) * _Color;           
            o.Albedo = c.rgb;

            fixed3 normal = UnpackNormal ( tex2D ( _Normal, IN.uv_Normal * _NormalScale.xy ) );
            normal.xy *= _NormalScale.z;
            o.Normal = normalize ( normal );
           
            #if InvertAlpha
            o.Alpha = 1 - tex2D ( _AlphaTex, IN.uv_AlphaTex ).a;
            #else
            o.Alpha = tex2D ( _AlphaTex, IN.uv_AlphaTex ).a;
            #endif

            #if METALLICGLOSSMAP
            fixed4 mg = tex2D ( _MetallicGlossMap, IN.uv_MetallicGlossMap );
            o.Metallic = mg.r;
            o.Smoothness = mg.a;
            #else
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            #endif

        }
        ENDCG
    }
    FallBack "Transparent/Cutout/Diffuse"
    CustomEditor "StandardAlphaCutoutGUI"
}

I’m building to WebGL, now on 5.3.5f1, and there’s no noise when running in the browser. The noise is still there in the editor though.