Terrain Transparency - Too many text interpolators

I’ve been following the steps in this wiki to create a section of transparent terrain. When I paste the code into a new Standard Surface Shader, I received this error:

Shader error in ‘Nature/Terrain/Diffuse’: Too many texture interpolators would be used for ForwardBase pass (11 out of max 10) at line 24 (on )

I’ve looked at other questions here, but none of them have a solution to this compiling error. Here is the code from the wiki:

Shader "Nature/Terrain/Diffuse"
{
    Properties
    {
        [HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {}
        [HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {}
        [HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {}
        [HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {}
        [HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {}
        //Used in fallback on old cards & base map
        [HideInInspector] _MainTex ("BaseMap (RGB)", 2D) = "white" {}
        [HideInInspector] _Color ("Main Color", Color) = (1,1,1,1)
    }
 
    SubShader
    {
        Tags
        {
            "SplatCount" = "4"
            "Queue" = "Geometry-100"
            "RenderType" = "Opaque"
        }
        Blend SrcAlpha OneMinusSrcAlpha
        CGPROGRAM
        #pragma surface surf Lambert
        struct Input
        {
            float2 uv_Control : TEXCOORD0;
            float2 uv_Splat0 : TEXCOORD1;
            float2 uv_Splat1 : TEXCOORD2;
            float2 uv_Splat2 : TEXCOORD3;
            float2 uv_Splat3 : TEXCOORD4;
        };
 
        sampler2D _Control;
        sampler2D _Splat0,_Splat1,_Splat2,_Splat3;
 
        void surf (Input IN, inout SurfaceOutput o)
        {
            fixed4 splat_control = tex2D (_Control, IN.uv_Control);
            fixed4 firstSplat = tex2D (_Splat0, IN.uv_Splat0);
            fixed3 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 = 1;
            if(tex2D(_Splat0, IN.uv_Splat0).a == 0)
                o.Alpha = 1 - splat_control.r;
            else if(tex2D(_Splat1, IN.uv_Splat1).a == 0)
                o.Alpha = 1 - splat_control.g;
            else if(tex2D(_Splat2, IN.uv_Splat2).a == 0)
                o.Alpha = 1 - splat_control.b;
            else if(tex2D(_Splat3, IN.uv_Splat3).a == 0)
                o.Alpha = 1 - splat_control.a;
        }
        ENDCG
    }
 
    Dependency "AddPassShader" = "Hidden/TerrainEngine/Splatmap/Lightmap-AddPass"
    Dependency "BaseMapShader" = "Diffuse"
 
    //Fallback to Diffuse
    Fallback "Diffuse"
}

I’m using Unity 5.2.1f1 Personal. How can I fix this error? I’m new to coding shaders.

Your shaders model target does not support that many texture interpolators. You can specify a higher shader model target using #pragma target <shader model>, for example #pragma target 4.0, or you could try to simplify your shader so it fits in target 2.0 or 3.0.

By default, Unity compiles shaders into roughly shader model 2.0 equivalent.

#pragma target 4.0 - compile to DX10 shader model 4.0.
This target is currently only supported by DirectX 11 and XboxOne/PS4 platforms.

Note that all OpenGL-like platforms (including mobile) are treated as “capable of shader model 3.0”. WP8/WinRT platforms (DX11 feature level 9.x) are treated as only capable of shader model 2.0.

Shader "Nature/Terrain/Diffuse"
{
	Properties
	{
		[HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
		[HideInInspector] _Splat3("Layer 3 (A)", 2D) = "white" {}
		[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {}
		[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {}
		[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {}
		//Used in fallback on old cards & base map
		[HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "white" {}
		[HideInInspector] _Color("Main Color", Color) = (1,1,1,1)
	}

	SubShader
	{
		Tags
		{
			"SplatCount" = "4"
			"Queue" = "Geometry-100"
			"RenderType" = "Opaque"
		}

		Blend SrcAlpha OneMinusSrcAlpha

		CGPROGRAM

		#pragma surface surf Lambert
		#pragma target 4.0

		struct Input
		{
			float2 uv_Control : TEXCOORD0;
			float2 uv_Splat0 : TEXCOORD1;
			float2 uv_Splat1 : TEXCOORD2;
			float2 uv_Splat2 : TEXCOORD3;
			float2 uv_Splat3 : TEXCOORD4;
		};

		sampler2D _Control;
		sampler2D _Splat0,_Splat1,_Splat2,_Splat3;

		void surf(Input IN, inout SurfaceOutput o)
		{
			fixed4 splat_control = tex2D(_Control, IN.uv_Control);
			fixed4 firstSplat = tex2D(_Splat0, IN.uv_Splat0);
			fixed3 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 = 1;
			if (tex2D(_Splat0, IN.uv_Splat0).a == 0)
				o.Alpha = 1 - splat_control.r;
			else if (tex2D(_Splat1, IN.uv_Splat1).a == 0)
				o.Alpha = 1 - splat_control.g;
			else if (tex2D(_Splat2, IN.uv_Splat2).a == 0)
				o.Alpha = 1 - splat_control.b;
			else if (tex2D(_Splat3, IN.uv_Splat3).a == 0)
				o.Alpha = 1 - splat_control.a;
		}
		ENDCG
	}

	Dependency "AddPassShader" = "Hidden/TerrainEngine/Splatmap/Lightmap-AddPass"
	Dependency "BaseMapShader" = "Diffuse"

	//Fallback to Diffuse
	Fallback "Diffuse"
}