How can I add alpha-channel to this shader?

Hello,

I have this shader that does not support alpha map.
How can I modify it so I can adjust the alpha channel so as to be transparent?

Thanks!

Shader "-smn-/GlowingBorder" {
	Properties {
		_ColorTint("ColorTint", Color) = (1,1,1,1)
		_MainTex("Main Texture", 2D) = "white" {}
		_BumpMap("Normal Map", 2D) = "bump" {}
		_RimColorOuter("Rim Color Outer", Color) = (1,1,1,1)
		_RimColorInner("Rim Color Inner", Color) = (1,1,1,1)
		_RimPowerOuter("Rim Power Outer", Range(0.0, 7.0)) = 3.0
		_RimPowerInner("Rim Power Inner", Range(0.0, 20.0)) = 3.0
	}
	SubShader {
		Tags { "RenderType" = "Opaque" }
		
		
		CGPROGRAM
		#pragma surface surf Lambert

		struct Input {
			float4 color : COLOR;
			float2 uv_MainTex;
			float2 uv_BumpMap;
			float3 viewDir;
		};
		
		float4 _ColorTint;
		sampler2D _MainTex;
		sampler2D _BumpMap;
		float4 _RimColorOuter;
		float4 _RimColorInner;
		float _RimPowerOuter;
		float _RimPowerInner;
		
		void surf (Input IN, inout SurfaceOutput o) {
			IN.color = _ColorTint;
			o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * IN.color;
			o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
			
			half rimOuter = 1.0 -saturate(dot(normalize(IN.viewDir), o.Normal));
			half rimInner = saturate(dot(normalize(IN.viewDir), o.Normal));
			o.Emission = (_RimColorOuter.rgb * pow(rimOuter, _RimPowerOuter)) + (_RimColorInner.rgb * pow(rimInner, _RimPowerInner)) ;
		}
		ENDCG
	} 
	FallBack "Diffuse"
}

Three steps:

  1. Add objects rendered with this shader to the Transparent queue by adding “Queue”=“Transparent” to the subshader’s Tags list.
  2. Add “alpha” to the surface function declaration, after the lighting function declaration, so the line becomes “#pragma surface surf Lambert alpha”
  3. Actually set the alpha to something in the surface function, i.e. set o.Alpha = whatever you want.

I have done these modifications and used the _ColorTint’s alpha channel in the example. Then the shader becomes this:

Shader "-smn-/GlowingBorder" {
    Properties {
       _ColorTint("ColorTint", Color) = (1,1,1,1)
       _MainTex("Main Texture", 2D) = "white" {}
       _BumpMap("Normal Map", 2D) = "bump" {}
       _RimColorOuter("Rim Color Outer", Color) = (1,1,1,1)
       _RimColorInner("Rim Color Inner", Color) = (1,1,1,1)
       _RimPowerOuter("Rim Power Outer", Range(0.0, 7.0)) = 3.0
       _RimPowerInner("Rim Power Inner", Range(0.0, 20.0)) = 3.0
    }
    SubShader {
       Tags { "Queue"="Transparent" "RenderType" = "Opaque" }
 
 
       CGPROGRAM
       #pragma surface surf Lambert alpha
 
       struct Input {
         float4 color : COLOR;
         float2 uv_MainTex;
         float2 uv_BumpMap;
         float3 viewDir;
       };
 
       float4 _ColorTint;
       sampler2D _MainTex;
       sampler2D _BumpMap;
       float4 _RimColorOuter;
       float4 _RimColorInner;
       float _RimPowerOuter;
       float _RimPowerInner;
 
       void surf (Input IN, inout SurfaceOutput o) {
         IN.color = _ColorTint;
         o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * IN.color;
         o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 		 o.Alpha = _ColorTint.a; // For example. Could also be the alpha channel on the interpolated vertex color (IN.color.a), or the one from the texture.
		
         half rimOuter = 1.0 -saturate(dot(normalize(IN.viewDir), o.Normal));
         half rimInner = saturate(dot(normalize(IN.viewDir), o.Normal));
         o.Emission = (_RimColorOuter.rgb * pow(rimOuter, _RimPowerOuter)) + (_RimColorInner.rgb * pow(rimInner, _RimPowerInner)) ;
       }
       ENDCG
    } 
    FallBack "Diffuse"
}

about week now trying to add some alpha to this shade
any idea

Shader "Custom/Stancel Object" {
	Properties {
		_Color ("Color", Color) = (1,1,1,0)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
	}
	SubShader {
			Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
		LOD 200		
			Stencil{
		Ref 1
		Comp NotEqual
		}
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows
#pragma surface surf Lambert alpha
		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;

		struct Input {
			float2 uv_MainTex;
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;

		void surf (Input IN, inout SurfaceOutputStandard o) {
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = c.a ;
		}
		ENDCG
	}
	FallBack "Diffuse"
}