Splatmapping custom mesh, alpha texture not working properly

Not sure why this is happening, if I have the Alpha texture enabled on Splat shader I get this result (extra bright and from the looks of it multiple textures are attempting to display in the same position):
http://puu.sh/jSnXS/020b37af0b.jpg

If I comment out the alpha texture within the shader the result is as expected: http://puu.sh/jSo0X/ba73c9b6f3.jpg

Surf function:

void surf(Input IN, inout SurfaceOutput o) {
	half4 splat_control = tex2D(_Control, IN.uv_Control);
	half3 col;
	col = splat_control.r * tex2D(_Splat0, IN.uv_Splat0).rgb;
	col += splat_control.g * tex2D(_Splat1, IN.uv_Splat1).rgb;
	col += splat_control.b * tex2D(_Splat2, IN.uv_Splat2).rgb;
	//col += splat_control.a * tex2D(_Splat3, IN.uv_Splat3).rgb;
	o.Albedo = col;
	o.Alpha = 0.0;
}

Control:
http://puu.sh/jSo38/7824bf5a16.jpg

I think you’re getting that effect because you’re multiplying your alpha channel by your texture’s rgb channels in the commented line. If that wasn’t the intended effect, try just changing the rgb output of the tex2D to alpha instead.