Adding transparency to a 2 texture blending shader...noobie.

Im new to messing with shaders and pieced this one together, but now im having trouble adding translucency to this…How would I get the 2 textures to be blendable but also have a slider or something that makes the blended outcome translucent?

 Shader "Custom/My ToonShader Test1" {
Properties {
_Lookup ("BRDF Color Ramp", 2D) = "gray" {}
_MainTex ("Texture", 2D) = "white" {}
_Detail ("Texture", 2D) = "white" {}
_Blend ( "Blend", Range ( 0, 1 ) ) = 0.5
_RimPower ("Rim Power", Float) = 1.4
_RimColor ("Rim Color (RGB) + Intensity (A)", Color) = (0.0,0.0,0.0,1.0)
_SColor ("Shadow Color", Color) = (0.0,0.0,0.0,1)
_LColor ("Highlight Color", Color) = (0.5,0.5,0.5,1)
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
SetTexture[_MainTex]
SetTexture[_Detail]
{
ConstantColor ( 0, 0, 0, [_Blend] )
Combine texture Lerp( constant ) previous
}
}
CGPROGRAM
#pragma surface surf Lookup
sampler2D _MainTex;
sampler2D _Lookup;
float _Blend;
sampler2D _Detail;
float4 _LColor;
float4 _SColor;
float _RimPower;
float4 _RimColor;
struct Input
{
float2 uv_MainTex;
float4 screenPos;
float2 uv_Detail;
float3 pos : POSITION0;
float3 viewDir;
};
half4 LightingLookup (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
float NdotL = dot(s.Normal, lightDir);
float NdotV = dot(s.Normal, viewDir);
float2 lookupUV = float2(NdotV*.8, NdotL * 0.5 + 0.5);
float3 exitRadiance = tex2D(_Lookup, lookupUV).rgb;
float4 c;
c.a = s.Alpha;
#ifndef USING_DIRECTIONAL_LIGHT
lightDir = normalize(lightDir);
#endif
half d = dot (s.Normal, lightDir)*0.5 + 0.5;
half3 ramp = tex2D(_Lookup, float2(d,d)).rgb;
ramp = lerp(_SColor, _LColor, ramp);
c.rgb = s.Albedo * _LightColor0.rgb * ramp * (exitRadiance * (atten * 2));
return c;
}
void surf (Input IN, inout SurfaceOutput o)
{
float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
screenUV *= float2(1,1);
half4 mainTex = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = mainTex.rgb;
o.Alpha = mainTex.a;
fixed4 t1 = tex2D( _MainTex, IN.uv_MainTex);
fixed4 t2 = tex2D( _Detail, screenUV)*2;
o.Albedo = lerp( t1, t2, _Blend);
//Rim Outline
half rim = saturate( dot(normalize(IN.viewDir), o.Normal) );
o.Albedo *= 1.0f - (step(rim, _RimPower) * (1.0f-_RimColor) * _RimColor.a);
}
ENDCG
}
Fallback "Diffuse"
}

I don’t know wether you’re familiar with scripting but I suggest to use the
Strumpy Shader Editor: Unity Asset Store - The Best Assets for Game Making
It is a way to ‘visually’ script a shader. This shader editor is
another extension to your Unity editor and generates the code for you. Maybe this’ll help you out :wink: