unity shader depth mask not working in iOS

I have this shader

Shader "Custom/HoleShader" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
	}
	SubShader {
		Tags { "RenderType"="Opaque+10" }
		LOD 200
		
		CGPROGRAM
		#pragma surface surf Lambert

		sampler2D _MainTex;

		struct Input {
			float2 uv_MainTex;
		};

		void surf (Input IN, inout SurfaceOutput o) {
			half4 c = tex2D (_MainTex, IN.uv_MainTex);
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}
		ENDCG
	} 
	FallBack "Diffuse"
}

It produces the desired effect in unity but doesn’t work on iOS. I am trying to get the Texture to draw in front of the terrain with no Z fighting

Thanks
Brandon

Ok I found this shader also does what I need but it displays the texture too bright.

Shader "Custom/HoleShader" {
	Properties {
		_MainTex ("Texture", 2D) = ""
	}
	SubShader {
		Pass
		{
			Offset -1,-1
			SetTexture[_MainTex]
			}
		}
	}

UPDATE: This shader work fine when tested on ios but looked to bright in unity preview