title: Invalid subscript in unity shader
body: <p>Im pretty new to shader coding but I made this one by grouping 2 unlit shaders
  When I try to make this shader, which is meant to create an outline and let me interpolate 2 textures unity tells me that there is this error: invalid subscript `vertex´ at line 61</p>
  
  <p>Ive tried some things but i dont get this shader to work properly, if someone knows what do i have to do id be so thankful</p>
  
  <pre><code>Shader "Unlit/Combined"
  {
      Properties
      {
          _MainTex("Texture", 2D) = "white" {}
          _SecondaryTex("Secondary Texture", 2D) = "white" {}
          _LerpValue("Transition float", Range(0,1)) = 0.5
  
          _OutlineColor("Outline color", color) = (0,0,0,1)
          _OutlineWidth("Outline width", Range(1.0,5.0)) = 1.01
      }
  
  
  
  
  
          SubShader
          {
              Tags { "RenderType" = "Opaque"  "Queue" = "Transparent"}
              LOD 100
  
              Pass
              {
                  CGPROGRAM
  
                  #pragma vertex vert
                  #pragma fragment frag
  
                  // make fog work
                  #pragma multi_compile_fog
  
                  #include "UnityCG.cginc"
  
                  struct appdata
                  {
                      //float4 vertex : POSITION;
                      float2 uv : TEXCOORD0;
                      float3 normal : NORMAL;
                  };
  
                  struct v2f
                  {
                      float2 uv : TEXCOORD0;
                      UNITY_FOG_COORDS(1)
                      float4 outvertex : SV_POSITION;
                      float4 pos : POSITION;
                      float3 normal : NORMAL;
                  };
  
                  sampler2D _MainTex;
                  float4 _MainTex_ST;
                  sampler2D _SecondaryTex;
                  float4 _SecondaryTex_ST;
                  float _LerpValue;
                  float _OutlineWidth;
                  float4 _OutlineColor;
  
                  v2f vert(appdata v)
                  {
                      v2f o;
                      v.vertex.xyz *= _OutlineWidth;
                      o.outvertex = UnityObjectToClipPos(v.vertex);
                      o.pos = UnityObjectToClipPos(v.vertex);
                      o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                      UNITY_TRANSFER_FOG(o,o.vertex);
                      return o;
                  }
  
                  fixed4 frag(v2f i) : SV_Target
                  {
                      // sample the texture
                      fixed4 col = lerp(tex2D(_MainTex, i.uv),tex2D(_SecondaryTex, i.uv), _LerpValue);
  
                      return col;
                      return _OutlineColor;
                  }
  
                  ENDCG
              }
  
  
              Pass//Normal render
              {
                  ZWrite On
  
                  Material
                  {
                      Diffuse[_Color]
                      Ambient[_Color]
                  }
  
                  Lighting On
  
                  SetTexture[_MainTex]
                  {
                      ConstantColor[_Color]
                  }
  
                  SetTexture[_MainTex]
                  {
                      Combine previous * primary DOUBLE
                  }
  
              }
          }
  }
  </code></pre>