Shader tints transparency instead of leaving it invisible

I downloaded shaders from the link below to make buttons with text that is transparent. It works, but if the material color is not black, the invisibly transparent areas of a sprite become tinted. I’m guessing there is a way to prevent this in the shader UIMasked’s code but can’t figure out what needs to be changed.

Shaders

Shader code

// Compiled shader for PC, Mac & Linux Standalone, uncompressed size: 8.8KB

// Skipping shader variants that would not be included into build of current scene.

Shader "IndieYP/UIMasked" {
Properties {
[PerRendererData]  _MainTex ("Sprite", 2D) = "white" { }
 _Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle]  PixelSnap ("PixelSnap", Float) = 0
}
SubShader { 
 Tags { "QUEUE"="Transparent+2" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="true" }


 // Stats for Vertex shader:
 //       d3d11 : 5 math
 //    d3d11_9x : 5 math
 //        d3d9 : 5 math
 // Stats for Fragment shader:
 //       d3d11 : 1 math, 1 texture
 //    d3d11_9x : 1 math, 1 texture
 //        d3d9 : 2 math, 1 texture
 Pass {
  Tags { "QUEUE"="Transparent+2" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="true" }
  ZWrite Off
  Cull Off
  Blend One OneMinusSrcAlpha
  GpuProgramID 1857
Program "vp" {
SubProgram "d3d9 " {
// Stats: 5 math
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 4 [_MainTex_ST]
"//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
// Parameters:
//
//   float4 _MainTex_ST;
//   row_major float4x4 glstate_matrix_mvp;
//
//
// Registers:
//
//   Name               Reg   Size
//   ------------------ ----- ----
//   glstate_matrix_mvp c0       4
//   _MainTex_ST        c4       1
//

    vs_2_0
    dcl_position v0
    dcl_texcoord v1
    dp4 oPos.x, c0, v0
    dp4 oPos.y, c1, v0
    dp4 oPos.z, c2, v0
    dp4 oPos.w, c3, v0
    mad oT0.xy, v1, c4, c4.zwzw

// approximately 5 instruction slots used
"
}
SubProgram "d3d11 " {
// Stats: 5 math
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 128
Vector 112 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float       
// TEXCOORD                 0   xyzw        2     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
      vs_4_0
      dcl_constantbuffer cb0[8], immediateIndexed
      dcl_constantbuffer cb1[4], immediateIndexed
      dcl_input v0.xyzw
      dcl_input v2.xy
      dcl_output_siv o0.xyzw, position
      dcl_output o1.xy
      dcl_temps 1
   0: mul r0.xyzw, v0.yyyy, cb1[1].xyzw
   1: mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
   2: mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
   3: mad o0.xyzw, cb1[3].xyzw, v0.wwww, r0.xyzw
   4: mad o1.xy, v2.xyxx, cb0[7].xyxx, cb0[7].zwzz
   5: ret 
// Approximately 0 instruction slots used
"
}
SubProgram "d3d11_9x " {
// Stats: 5 math
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 128
Vector 112 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 352
Matrix 0 [glstate_matrix_mvp]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float       
// TEXCOORD                 0   xyzw        2     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer  Start Reg # of Regs        Data Conversion
// ---------- ------- --------- --------- ----------------------
// c1         cb0             7         1  ( FLT, FLT, FLT, FLT)
// c2         cb1             0         4  ( FLT, FLT, FLT, FLT)
//
//
// Runtime generated constant mappings:
//
// Target Reg                               Constant Description
// ---------- --------------------------------------------------
// c0                              Vertex Shader position offset
//
//
// Level9 shader bytecode:
//
    vs_2_0
          dcl_texcoord v0
          dcl_texcoord2 v2
   0:     mad oT0.xy, v2, c1, c1.zwzw
   1:     mul r0, v0.y, c3
   2:     mad r0, c2, v0.x, r0
   3:     mad r0, c4, v0.z, r0
   4:     mad r0, c5, v0.w, r0
   5:     mad oPos.xy, r0.w, c0, r0
   6:     mov oPos.zw, r0

// approximately 7 instruction slots used
      vs_4_0
      dcl_constantbuffer cb0[8], immediateIndexed
      dcl_constantbuffer cb1[4], immediateIndexed
      dcl_input v0.xyzw
      dcl_input v2.xy
      dcl_output_siv o0.xyzw, position
      dcl_output o1.xy
      dcl_temps 1
   0: mul r0.xyzw, v0.yyyy, cb1[1].xyzw
   1: mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
   2: mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
   3: mad o0.xyzw, cb1[3].xyzw, v0.wwww, r0.xyzw
   4: mad o1.xy, v2.xyxx, cb0[7].xyxx, cb0[7].zwzz
   5: ret 
// Approximately 0 instruction slots used
"
}
}
Program "fp" {
SubProgram "d3d9 " {
// Stats: 2 math, 1 textures
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D 0
"//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
// Parameters:
//
//   float4 _Color;
//   sampler2D _MainTex;
//
//
// Registers:
//
//   Name         Reg   Size
//   ------------ ----- ----
//   _Color       c0       1
//   _MainTex     s0       1
//

    ps_2_0
    dcl t0.xy
    dcl_2d s0
    texld_pp r0, t0, s0
    mul_pp r0, r0, c0
    mov_pp oC0, r0

// approximately 3 instruction slots used (1 texture, 2 arithmetic)
"
}
SubProgram "d3d11 " {
// Stats: 1 math, 1 textures
SetTexture 0 [_MainTex] 2D 0
ConstBuffer "$Globals" 128
Vector 96 [_Color]
BindCB  "$Globals" 0
"//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
      ps_4_0
      dcl_constantbuffer cb0[7], immediateIndexed
      dcl_sampler s0, mode_default
      dcl_resource_texture2d (float,float,float,float) t0
      dcl_input_ps linear v1.xy
      dcl_output o0.xyzw
      dcl_temps 1
   0: sample r0.xyzw, v1.xyxx, t0.xyzw, s0
   1: mul o0.xyzw, r0.xyzw, cb0[6].xyzw
   2: ret 
// Approximately 0 instruction slots used
"
}
SubProgram "d3d11_9x " {
// Stats: 1 math, 1 textures
SetTexture 0 [_MainTex] 2D 0
ConstBuffer "$Globals" 128
Vector 96 [_Color]
BindCB  "$Globals" 0
"//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer  Start Reg # of Regs        Data Conversion
// ---------- ------- --------- --------- ----------------------
// c0         cb0             6         1  ( FLT, FLT, FLT, FLT)
//
//
// Sampler/Resource to DX9 shader sampler mappings:
//
// Target Sampler Source Sampler  Source Resource
// -------------- --------------- ----------------
// s0             s0              t0               
//
//
// Level9 shader bytecode:
//
    ps_2_0
          dcl t0.xy
          dcl_2d s0
   0:     texld_pp r0, t0, s0
   0:     mul_pp r0, r0, c0
   1:     mov_pp oC0, r0

// approximately 3 instruction slots used (1 texture, 2 arithmetic)
      ps_4_0
      dcl_constantbuffer cb0[7], immediateIndexed
      dcl_sampler s0, mode_default
      dcl_resource_texture2d (float,float,float,float) t0
      dcl_input_ps linear v1.xy
      dcl_output o0.xyzw
      dcl_temps 1
   0: sample r0.xyzw, v1.xyxx, t0.xyzw, s0
   1: mul o0.xyzw, r0.xyzw, cb0[6].xyzw
   2: ret 
// Approximately 0 instruction slots used
"
}
}
 }
}
}

Replace

Blend One OneMinusSrcAlpha

with

Blend SrcAlpha OneMinusSrcAlpha

at line 27.