Trying to blend 2 textures along a gradient in CG

OK so I’m trying my hand at writing a shader in CG. It’s supposed to use two textures that blend together along inverse gradients.

The first version here is with only the first texture worked in:

Shader "Tutorial/Textured Colored v1" {
Properties {
    _MainTex ("Texture", 2D) = "white" { }
	_BlendText ("Texture", 2D) = "black" { }
}
SubShader {
    Pass {

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_fog_exp2

#include "UnityCG.cginc"

sampler2D _MainTex;
sampler2D _BlendTex;

struct v2f {
    V2F_POS_FOG;
    float2  uv : TEXCOORD0;
};

v2f vert (appdata_base v)
{
    v2f o;
    PositionFog( v.vertex, o.pos, o.fog );
    o.uv = TRANSFORM_UV(0);
    return o;
}

half4 frag (v2f i) : COLOR
{
	float alpha = i.uv;
    half4 texcol = tex2D( _MainTex, i.uv );
    return texcol * (1,1,1,alpha);
}
ENDCG

    }
}
Fallback "VertexLit"
}

It seems to work pretty well: http://www.ohlonegdc.com/file-host/shader_v1.jpg

Ok, but when I try to include the second texture along the inverse gradient, here is the code:

Shader "Tutorial/Textured Colored" {
Properties {
    _MainTex ("Texture", 2D) = "white" { }
	_BlendText ("Texture", 2D) = "black" { }
}
SubShader {
    Pass {

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_fog_exp2

#include "UnityCG.cginc"

sampler2D _MainTex;
sampler2D _BlendTex;

struct v2f {
    V2F_POS_FOG;
    float2  uv : TEXCOORD0;
	float2 uv2 : TEXCOORD1;
};

v2f vert (appdata_base v)
{
    v2f o;
    PositionFog( v.vertex, o.pos, o.fog );
    o.uv = TRANSFORM_UV(0);
	o.uv2 = TRANSFORM_UV(1);
    return o;
}

half4 frag (v2f i) : COLOR
{
	float alpha = i.uv;
	float inverseAlpha = 1 - i.uv2;
    half4 texcol = tex2D( _MainTex, i.uv ) * (1,1,1,alpha);
	half4 texcolblend = tex2D( _BlendTex, i.uv2) * (1,1,1,inverseAlpha);
    return texcol + texcolblend;
}
ENDCG

    }
}
Fallback "VertexLit"
}

And the result looks like the second texture is just being interpreted as a solid color: http://www.ohlonegdc.com/file-host/shader_v2.jpg

Any idea what’s happening here? I appreciate any help in advance.

Turns out I had a typo!

Anyone know a way to rotate a texture along existing UVs? That would be a time-saver.