Put a color tint to 'Blend 2 Textures'

I need to modify the ‘Blend 2 Textures’ shader in order to be transparent, and to also all color tinting via a main ‘_Color’ channel.

I figured out how to make it transparent, but I cant figure out how to get the color to tint. Could you show me how? This is what I’ve got so far.

Shader "Blend 2 Textures Transparent" 
{ 

Properties 
{
    _Color ("Main Color", Color) = (1,1,1,1)
    _Blend ("Blend", Range (0, 1) ) = 0.5 
    _MainTex ("Texture 1", 2D) = "" 
    _Texture2 ("Texture 2", 2D) = ""
}

SubShader 
{
	Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
	
	ZTest Less
	
	Blend SrcAlpha OneMinusSrcAlpha 
	Offset -1, -1
	
    Pass {
        SetTexture[_MainTex]
        SetTexture[_Texture2] { 
            ConstantColor (0,0,0, [_Blend]) 
            //ConstantColor[_Color] //added this in thinking it might do something but doesnt quite work...
            Combine texture Lerp(constant) previous
        }       
    }
} 

}

I made some progress, I figured out how to get the _MainTex to have a tint, but I can’t figure out the syntax to get the tint onto _Texture2. Could anyone help?

Shader "Blend 2 Textures Transparent" 
{ 

Properties 
{
	_Color ("Main Color", Color) = (1,1,1,1)
    _Blend ("Blend", Range (0, 1) ) = 0.5 
    _MainTex ("Texture 1", 2D) = "" 
    _Texture2 ("Texture 2", 2D) = ""
}

SubShader 
{
	Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
	
	ZTest Less
	
	Blend SrcAlpha OneMinusSrcAlpha 
	Offset -1, -1
	
    Pass {
        SetTexture[_MainTex]
        {
			ConstantColor [_Color]        
            combine constant +- texture
        }
        SetTexture[_Texture2] { 
            ConstantColor (0,0,0, [_Blend]) 
            //ConstantColor[_Color]
            Combine texture Lerp(constant) previous
         
        }       
    }
} 

}

You’ll have to multiply the tint colour in another combiner:

			SetTexture[_] {
				ConstantColor [_Color]
				Combine previous * constant DOUBLE, previous * constant
			}

thank you

Wow, I’ve been struggling with ShaderLab for days, and finally found the solution, thank you!