Unlit Transparent Shader causing strange issues

Here’s a screenshot of my situation:
alt text

On the left, the transparent glass causes the person inside to disappear.
I’m using this shader I cobbled together from a couple others I found:

Shader "Unlit/UnlitTintTransparent" {
 
Properties {
    _Color ("Main Color (A=Opacity)", Color) = (1,1,1,1)
    _AddColor("Color Tint Add", Color) = (0,0,0,0)
    _MainTex ("Base (A=Opacity)", 2D) = ""
}
 
Category {
    Tags {"Queue"="Transparent" "IgnoreProjector"="True"}
    //ZWrite Off
    Blend SrcAlpha OneMinusSrcAlpha
 
    SubShader {Pass {
        GLSLPROGRAM
        varying mediump vec2 uv;
       
        #ifdef VERTEX
        uniform mediump vec4 _MainTex_ST;
        void main() {
            gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
            uv = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
        }
        #endif
       
        #ifdef FRAGMENT
        uniform lowp sampler2D _MainTex;
        uniform lowp vec4 _Color;
        void main() {
            gl_FragColor = texture2D(_MainTex, uv) * _Color;
        }
        #endif     
        ENDGLSL
    }}
   
    SubShader 
    {
	    Pass 
	    {
	    	SetTexture [_MainTex] 
			{
				ConstantColor [_AddColor]
				Combine Texture + constant
			}
	        SetTexture[_MainTex] 
	        {
	        Combine texture * constant ConstantColor[_Color]
	        
	        }

	    }
    }
}
 
}

I don’t really know anything about writing shaders :/, so I’m kinda desperate

Here is the Unity Unlit-Alpha shader, modified to multiply-blend a color with the texture. You can set a transparent color for transparency. Lines marked with comments at the end are lines that I added/modified.

Shader "Unlit/Transparent (Multiply Colorable)" {
Properties {
	_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
	_Color ("Main Color", Color) = (1,1,1,1) // Lets you set a color in addition to the texture
}

SubShader {
	Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
	LOD 100
	
	ZWrite Off
	Blend SrcAlpha OneMinusSrcAlpha 
	
	Pass {  
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fog
			
			#include "UnityCG.cginc"

			struct appdata_t {
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f {
				float4 vertex : SV_POSITION;
				half2 texcoord : TEXCOORD0;
				UNITY_FOG_COORDS(1)
			};

			fixed4 _Color; // This is the color that you set
			
			sampler2D _MainTex;
			float4 _MainTex_ST;
			
			v2f vert (appdata_t v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.texcoord) * _Color; // Just multiply the color with the texture
				UNITY_APPLY_FOG(i.fogCoord, col);
				return col;
			}
		ENDCG
	}
}

}