Unity texture shader fade out issue (Transparent)

Hey, I’m new to working with shaders in Unity. I’ve been using the built-in transparent shader, but since I needed to render both sides of the object, I created my own custom shader. I’m facing an issue where the shader images start dissolving or fading out when the camera moves a bit farther away from the object. Does anyone know how I can fix this? I’ve included the code and images below for reference.



Shader "Net"
{
    Properties
    {
        _MainTex ("Base (RGB) Trans (A)", 2D) = "white" { }
    }
    SubShader
    {
        Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
        LOD 50
        Cull Off // Disable backface culling
        
        Pass
        {   
            Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
            ZWrite On  // Enable depth writing
            Blend SrcAlpha OneMinusSrcAlpha  // Set blending mode to Transparent
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }
            

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
                
                return col;
            }
            ENDCG
        }
    }
}