Where to Graphics.Blit()?

I have 2 cameras, one for a video background, one rendering objects. Both have a target render texture. I want to use a material as a post-processing effect to add a global transparency to the objects (each may already have an individual transparency), so I want to blit the result of a material to screen. However when I call graphics.blit in the built-in render pipeline (in OnRenderImage) I don’t get the same result as in the material preview (see pictures).

Expected result (material preview) by setting the material’s main texture:
177922-screen-shot-2021-03-22-at-122159-pm.png

Graphics.Blit in OnRenderImage by blitting in OnImageRender:

private void OnPreRender()
		{
			material.SetFloat(variableName, Multiplier);
			material.SetTexture(backgroundTextName, backgroundRt);
		}

        private void OnRenderImage(RenderTexture source, RenderTexture destination)
        {
			Graphics.Blit(source, destination, material);
		}

The shader:

Shader "PostProcessing/AlphaBlend" 
{
	Properties
	{
		_MainTex("Main Texture", 2D) = "white" {}
		_BackgroundTex("Background Texture", 2D) = "white" {}
		_Alpha("Alpha Multiplier", Range(0,1)) = 0.5
	}


	SubShader{

		Tags{ "PreviewType" = "Plane" }

		Pass {
					ZWrite Off
					Lighting Off
					ColorMask RGBA

					CGPROGRAM
					#pragma vertex vert
					#pragma fragment frag
					#include "UnityCG.cginc"

				sampler2D _MainTex;
				sampler2D _BackgroundTex;
				float _Alpha;

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

				v2f vert(appdata_base v)
				{
					v2f o;
					o.pos = UnityObjectToClipPos(v.vertex);
					o.uv = v.texcoord;
					return o;
				}

				float4 frag(v2f_img i) : COLOR
				{
					float4 color = tex2D(_MainTex, i.uv);
					color.a = color.a * _Alpha;
					float4 backgroundColor = tex2D(_BackgroundTex, i.uv);
					float4 output = (color.a * color + (1-color.a) * backgroundColor);
					output.a = 1;
					return output;
				}
				ENDCG
			}
		}
}

As you can see the pipe colours are very dull in the second case.
I have tried to blit to a different render texture, then blit that render texture in Update, LateUpdate, but in those cases I get a black screen.

Does someone understand why blitting in OnImageRender results in dull colors (more transparency than I’d expect)?
Where/how can I use my material since it does what I want given the preview?

I fixed this by modifying the pipe’s transparent shader: I replaced

Blend SrcAlpha OneMinuseSrcAlpha

with

Blend One OneMinusSrcAlpha