adding a vertex alpha to simple water for mobile

Hi, i’m not really much of a coder, i’m looking to add vertex alpha to the simple water shader that ships with unity. Anyone know of a way to do that? The texture and color alpha’s already being used by the shader to generate the reflection, so it would seem the best option left is vertex alpha.

`Shader "FX/Water (simple)" {
Properties {
 _horizonColor ("Horizon color", COLOR)  = ( .172 , .463 , .435 , 0)
 _WaveScale ("Wave scale", Range (0.02,0.15)) = .07
 _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
 _ColorControlCube ("Reflective color cube (RGB) fresnel (A) ", Cube) = "" { TexGen CubeReflect }
 _BumpMap ("Waves Normalmap ", 2D) = "" { }
 WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
 _MainTex ("Fallback texture", 2D) = "" { }
}

CGINCLUDE
// -----------------------------------------------------------
// This section is included in all program sections below

#include "UnityCG.cginc"

uniform float4 _horizonColor;

uniform float4 WaveSpeed;
uniform float _WaveScale;
uniform float4 _WaveOffset;

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

struct v2f {
 float4 pos : SV_POSITION;
 float2 bumpuv[2] : TEXCOORD0;
 float3 viewDir : TEXCOORD2;
};

v2f vert(appdata v)
{
 v2f o;
 float4 s;

 o.pos = mul (UNITY_MATRIX_MVP, v.vertex);

 // scroll bump waves
 float4 temp;
 temp.xyzw = v.vertex.xzxz * _WaveScale / unity_Scale.w + _WaveOffset;
 o.bumpuv[0] = temp.xy * float2(.4, .45);
 o.bumpuv[1] = temp.wz;

 // object space view direction
 o.viewDir.xzy = normalize( ObjSpaceViewDir(v.vertex) );

 return o;
}

ENDCG
 
// -----------------------------------------------------------
// Fragment program

Subshader {
 Tags { "RenderType"="Opaque" }
 Pass {

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest 

sampler2D _BumpMap;
sampler2D _ColorControl;

half4 frag( v2f i ) : COLOR
{
 half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
 half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
 half3 bump = (bump1 + bump2) * 0.5;
 
 half fresnel = dot( i.viewDir, bump );
 half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
 
 half4 col;
 col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
 col.a = _horizonColor.a;
 return col;
}
ENDCG
 }
}

// -----------------------------------------------------------
//  Old cards

// three texture, cubemaps
Subshader {
 Tags { "RenderType"="Opaque" }
 Pass {
 Color (0.5,0.5,0.5,0.5)
 SetTexture [_MainTex] {
 Matrix [_WaveMatrix]
 combine texture * primary
 }
 SetTexture [_MainTex] {
 Matrix [_WaveMatrix2]
 combine texture * primary + previous
 }
 SetTexture [_ColorControlCube] {
 combine texture +- previous, primary
 Matrix [_Reflection]
 }
 }
}

// dual texture, cubemaps
Subshader {
 Tags { "RenderType"="Opaque" }
 Pass {
 Color (0.5,0.5,0.5,0.5)
 SetTexture [_MainTex] {
 Matrix [_WaveMatrix]
 combine texture
 }
 SetTexture [_ColorControlCube] {
 combine texture +- previous, primary
 Matrix [_Reflection]
 }
 }
}

// single texture
Subshader {
 Tags { "RenderType"="Opaque" }
 Pass {
 Color (0.5,0.5,0.5,0)
 SetTexture [_MainTex] {
 Matrix [_WaveMatrix]
 combine texture, primary
 }
 }
}

}
`
Shader "FX/Water (simple) with vertA" {
Properties {
 _horizonColor ("Horizon color", COLOR)  = ( .172 , .463 , .435 , 0)
 _WaveScale ("Wave scale", Range (0.02,0.15)) = .07
 _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
 _ColorControlCube ("Reflective color cube (RGB) fresnel (A) ", Cube) = "" { TexGen CubeReflect }
 _BumpMap ("Waves Normalmap ", 2D) = "" { }
 WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
 _MainTex ("Fallback texture", 2D) = "" { }
}

CGINCLUDE
// -----------------------------------------------------------
// This section is included in all program sections below

#include "UnityCG.cginc"

uniform float4 _horizonColor;

uniform float4 WaveSpeed;
uniform float _WaveScale;
uniform float4 _WaveOffset;

struct appdata {
 float4 vertex : POSITION;
 float3 normal : NORMAL;
 fixed4 color : COLOR;
};

struct v2f {
 float4 pos : SV_POSITION;
 float2 bumpuv[2] : TEXCOORD0;
 float3 viewDir : TEXCOORD2;
 fixed4 color : COLOR;
};

v2f vert(appdata v)
{
 v2f o;
 float4 s;

 o.pos = mul (UNITY_MATRIX_MVP, v.vertex);

 // scroll bump waves
 float4 temp;
 temp.xyzw = v.vertex.xzxz * _WaveScale / unity_Scale.w + _WaveOffset;
 o.bumpuv[0] = temp.xy * float2(.4, .45);
 o.bumpuv[1] = temp.wz;

 // object space view direction
 o.viewDir.xzy = normalize( ObjSpaceViewDir(v.vertex) );

 o.color = v.color;

 return o;
}

ENDCG

// -----------------------------------------------------------
// Fragment program

Subshader {
 Tags { "RenderType"="Transparent" }
 Pass {

 Blend SrcAlpha OneMinusSrcAlpha
 ZWrite Off

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest 

sampler2D _BumpMap;
sampler2D _ColorControl;

half4 frag( v2f i ) : COLOR
{
 half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
 half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
 half3 bump = (bump1 + bump2) * 0.5;

 half fresnel = dot( i.viewDir, bump );
 half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );

 half4 col;
 col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
 col.a = i.color.a * _horizonColor.a;
 return col;
}
ENDCG
 }
}

// -----------------------------------------------------------
//  Old cards

// three texture, cubemaps
Subshader {
 Tags { "RenderType"="Opaque" }
 Pass {
 Color (0.5,0.5,0.5,0.5)
 SetTexture [_MainTex] {
 Matrix [_WaveMatrix]
 combine texture * primary
 }
 SetTexture [_MainTex] {
 Matrix [_WaveMatrix2]
 combine texture * primary + previous
 }
 SetTexture [_ColorControlCube] {
 combine texture +- previous, primary
 Matrix [_Reflection]
 }
 }
}

// dual texture, cubemaps
Subshader {
 Tags { "RenderType"="Opaque" }
 Pass {
 Color (0.5,0.5,0.5,0.5)
 SetTexture [_MainTex] {
 Matrix [_WaveMatrix]
 combine texture
 }
 SetTexture [_ColorControlCube] {
 combine texture +- previous, primary
 Matrix [_Reflection]
 }
 }
}

// single texture
Subshader {
 Tags { "RenderType"="Opaque" }
 Pass {
 Color (0.5,0.5,0.5,0)
 SetTexture [_MainTex] {
 Matrix [_WaveMatrix]
 combine texture, primary
 }
 }
}

}