Add alpha channel to flipped normals shader

Hi,

I am completely green when it comes to shaders, that’s why I have a problem. I have this shader which is used in 360 view. What I have to change in it to to be able to control transparency

Shader "Custom/MediaShader"
{
	Properties {
        _Color ("Main Color", Color) = (1,1,1,1)
        _MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "gray" {}
        _VOffset("V Offset", Range(-1, 1)) = 0
        _VScale("V Scale", Range(-4, 4)) = 1
    }

    SubShader{
        Pass {
            Tags {"LightMode" = "Always"}
            Cull Front

            CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #pragma glsl
                #pragma target 3.0

                #include "UnityCG.cginc"

                fixed _VOffset;
                fixed _VScale;

                struct appdata {
                   float4 vertex : POSITION;
                   float3 normal : NORMAL;
                };

                struct v2f
                {
                    float4    pos : SV_POSITION;
                    float3    normal : TEXCOORD0;
                };

                v2f vert (appdata v)
                {
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);
                    o.normal = v.normal;
                    return o;
                }

                sampler2D _MainTex;

                #define PI 3.141592653589793

                inline float2 RadialCoords(float3 a_coords)
                {
                    float3 a_coords_n = normalize(a_coords);
                    float lon = atan2(a_coords_n.z, a_coords_n.x);
                    float lat = acos(a_coords_n.y * _VScale + _VOffset);
                    float2 sphereCoords = float2(lon, lat) * (1.0 / PI);
                    return float2(1 - (sphereCoords.x * 0.5 + 0.5), 1 - sphereCoords.y);
                }

                float4 frag(v2f IN) : COLOR
                {
                    float2 equiUV = RadialCoords(IN.normal);
                    return tex2D(_MainTex, equiUV);
                }

            ENDCG
        }
    }

    FallBack "VertexLit"
}

Unity - Manual: Blend command in ShaderLab reference
to blend, the color you return’s alpha channel must be changed, otherwise it may be 1 still, and not blend at all.

you’ll need the blend block for semi transparent objects, otherwise you’ll use clip if you want to cut out parts of the texture.

ex:

float4 tex2D mainTex = tex2D(_MainTex, equiUV);
clip(mainTex.a - clipValue);
return mainTex;

clipValue being a property you set at the top or set to a number of your choosing always, you decide.