unity – problem with hard edges alpha channel in the sprite shader

I was looking for a shader that can apply a texture to the sprite and tile it based on its world position.
I found an example of a shader here.


It works fine unless the alpha channel breaks down and the edges become sharp:Links - with standard sprites default shader. Right - with mine

Links – with default sprites default shader.
Right – with me


My current shader:


Shader "Custom / Tile" {
properties
{
_NewTex ("Texture", 2D) = "White" {}
}
SubShader
{
ZWrite Off ZTest always cancel
Blend SrcAlpha OneMinusSrcAlpha

Consist
{
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;
};

float4 _NewTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos (v.vertex);
float2 worldXY = mul (unity_ObjectToWorld, v.vertex) .xz;
o.uv = TRANSFORM_TEX (worldXY, _NewTex);
Return o;
}
sampler2D _NewTex;

fixed4 frag (v2fi): SV_Target
{
fixed4 col = tex2D (_NewTex, i.uv);
return col;
}
ENDCG
}
}}

How to reach Left Sprite Alpha Look? And yes – I'm deadly noob in shaders.