Unlit Shader is Semi Transparent, Render order?

Greetings Amplify team,
Loving the product so far. I am hoping to maybe get some clarification about something I am seeing. I was trying to create a shader to emulate the look of an LED wall where as you move around the wall would give a moire effect. I was able to get this to work with a transparent circle tiled across the texture. As I continued to play around I ran in to a couple things I am not sure how to solve.
1 - As the camera moves further away, at some point the entire texture would render black. This makes some sense in my head, but in real life this is not the case and in fact it does the exact opposite. My idea was to have the overlay texture fade out over distance. After following a tutorial about distance based blending I thought I was on the right track but I kept running into problems. I don't want distance based blending I suppose, I want a mask with transparency to fade out it's opacity over distance to reveal the texture underneath. This seems to be quite a different concept as it it not a blend, but more like an overlay mask. Any idea on this? My worst case was to make a separate mesh in front and have it fade out transparency over distance but I would love to solve it on the same material if possible.
2 - Using regular Albedo or Emission causes color shift from the original texture/ video that I cannot seem to get rid of. My thought was to use an unlit shader as this is generally what I used for these video textures and they worked nicely. However, whenever I create an unlit shader, it is semi-transparent. This is somewhat confusing to me. The only way to get it to not be transparent is to change the render queue to transparent so it renders later. This causes other things like post effects to not recognize it so I am not sure what to do. I do not remember this particular behavior with unlit shaders. Again I could fix by putting an opaque object behind it, but this seems like a bad hacky way to do this. Any ideas?
Thanks everyone!
Loving the product so far. I am hoping to maybe get some clarification about something I am seeing. I was trying to create a shader to emulate the look of an LED wall where as you move around the wall would give a moire effect. I was able to get this to work with a transparent circle tiled across the texture. As I continued to play around I ran in to a couple things I am not sure how to solve.
1 - As the camera moves further away, at some point the entire texture would render black. This makes some sense in my head, but in real life this is not the case and in fact it does the exact opposite. My idea was to have the overlay texture fade out over distance. After following a tutorial about distance based blending I thought I was on the right track but I kept running into problems. I don't want distance based blending I suppose, I want a mask with transparency to fade out it's opacity over distance to reveal the texture underneath. This seems to be quite a different concept as it it not a blend, but more like an overlay mask. Any idea on this? My worst case was to make a separate mesh in front and have it fade out transparency over distance but I would love to solve it on the same material if possible.
2 - Using regular Albedo or Emission causes color shift from the original texture/ video that I cannot seem to get rid of. My thought was to use an unlit shader as this is generally what I used for these video textures and they worked nicely. However, whenever I create an unlit shader, it is semi-transparent. This is somewhat confusing to me. The only way to get it to not be transparent is to change the render queue to transparent so it renders later. This causes other things like post effects to not recognize it so I am not sure what to do. I do not remember this particular behavior with unlit shaders. Again I could fix by putting an opaque object behind it, but this seems like a bad hacky way to do this. Any ideas?
Thanks everyone!