Add Fade Rendering mode into my custom shader

Hello i have custom shader that i have downloaded and used for about half a year, i modified it a little bit just to add emission and other stuff but i cant seem to figure out a way to add Fade rendering mode just like in standart Shader. I need it for my special half transparent object/material and i have to use this shader.
My shader :
Shader “Curved/CurvedSurfaceFade” {

Properties {
_Color (“Color”, Color) = (1,1,1,1)
_MainTex (“Albedo (RGB)”, 2D) = “white” {}
_Emission(“Emission”, float) = 0
[HDR] _EmissionColor(“Color”, Color) = (0,0,0)
_Glossiness (“Smoothness”, Range(0,1)) = 0.5
}

SubShader {

Tags { "RenderType"="Opaque" }
LOD 200

CGPROGRAM

// Physically based Standard lighting model, and enable shadows on all light types

#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
//#pragma surface surf Lambert vertex:vert addshadow

// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0

#include "UnityCG.cginc"

sampler2D _MainTex;

struct Input {
float2 uv_MainTex;
};

fixed4 _Color;
fixed4 _EmissionColor;
half _Glossiness;


// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling

UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)

#include "CurvedSurfaceCore.cginc"

void surf (Input IN, inout SurfaceOutputStandard o)
//void surf (Input IN, inout SurfaceOutput o)
{
    // Albedo comes from a texture tinted by color
    fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
    o.Albedo = c.rgb;
    o.Alpha = c.a;
    o.Emission = c.rgb * tex2D(_MainTex, IN.uv_MainTex).a * _EmissionColor;
    o.Smoothness = _Glossiness;
}

ENDCG

}

FallBack "Diffuse"

}

Example of the shader im using for better understanding if needed.

Fixed with this shader script :

     Shader "Curved/CurvedSurfaceAlpha" {
     Properties {
    _Color ("Color", Color) = (1,1,1,1)
    _MainTex ("Albedo (RGB)", 2D) = "white" {}
    _Emission("Emission", float) = 0
    [HDR] _EmissionColor("Color", Color) = (0,0,0)
    _Glossiness ("Smoothness", Range(0,1)) = 0.5
    _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader {
    Tags {"Queue"="Transparent" "RenderType"="Transparent"}
    Blend SrcAlpha OneMinusSrcAlpha
    ZWrite off

    LOD 200

    CGPROGRAM
    // Physically based Standard lighting model, and enable shadows on all light types
    //#pragma surface surf Standard fullforwardshadows vertex:vert alpha:blend noshadow
    #pragma surface surf Standard fullforwardshadows vertex:vert alpha:blend

    // 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;
    fixed4 _EmissionColor;

    // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that 
    use the shader.
    // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about 
    instancing.
    // #pragma instancing_options assumeuniformscaling
    UNITY_INSTANCING_BUFFER_START(Props)
        // put more per-instance properties here
    UNITY_INSTANCING_BUFFER_END(Props)

    #include "CurvedSurfaceCore.cginc"

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