How can I change a shader to be "unlit" while keeping its other properties?

I have a shader that I found searching around on the forums that blends between two textures, but I need to modify it so that it behaves like an Unlit shader would. Having it be mobile-friendly would be good as well since this is for an iOS/Android game. My knowledge of shaders is basically non-existent and I’ve tried researching but it hasn’t worked out thus far.

Here’s the shader as is currently:

Shader "Custom/ChangeMaterial" 
{
    Properties 
    {
        _Tint ("Tint Color", Color) = (.9, .9, .9, 1.0)
        _TexMat1 ("Base (RGB)", 2D) = "white" {}
        _TexMat2 ("Base (RGB)", 2D) = "white" {}
        _Blend ("Blend", Range(0.0,1.0)) = 0.0
    }
   
    Category
    {
        ZWrite On
        Alphatest Greater 0
        Tags {Queue=Transparent}
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask RGB
    	SubShader 
    	{
        	Pass
        	{
           
	            Material
	            {
	                Diffuse [_Tint]
	                Ambient [_Tint]
	            }
	            Lighting On
	           
	            SetTexture [_TexMat1] { combine texture }
	            SetTexture [_TexMat2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
	            SetTexture [_TexMat2] { combine previous +- primary, previous * primary }
	        }
    	}
    	
    	FallBack " Diffuse", 1
	}
}

Any and all help is appreciated. Thanks in advance!

I figured this out, finally. And of course the answer was a lot simpler than I thought. Here’s the shader if anyone needs it:

Shader "Custom/Blend Textures" { 
 
Properties {
	_Blend ("Blend", Range (0, 1) ) = 0.0
	_MainTex ("Texture 1", 2D) = "" 
	_Texture2 ("Texture 2", 2D) = ""
}
 
SubShader {	
	Pass {
		SetTexture[_MainTex]
		SetTexture[_Texture2] { 
			ConstantColor (0,0,0, [_Blend]) 
			Combine texture Lerp(constant) previous
		}
	}
} 
 
}