Adding transparency to shader

Hi everyone, I’m a total noob in the shader department. I’m curious if transparency can be added to this shader? If so how would I go about writing it in?

Shader "Toon/Reflect Outline" {
    Properties {
        _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
        _OutlineColor ("Outline Color", Color) = (0,0,0,1)
        _Outline ("Outline width", Range (.002, 0.03)) = .005
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
        _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
        _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
        _Cube ("Reflection Cubemap", Cube) = "" { TexGen CubeReflect }
        _BumpMap ("Normalmap", 2D) = "bump" {}

    }

    SubShader {
        Tags { "RenderType"="Opaque" }
        UsePass "Reflective/Bumped Specular/FORWARD"
        UsePass "Toon/Basic Outline/OUTLINE"

    } 

    Fallback "Toon/Lighted"

}

I got this from an older thread here:
http://forum.unity3d.com/threads/81529-How-do-I-make-a-quot-Reflective-Specular-Outline-quot-(Urgent!)?p=994412&posted=1#post994412

Thanks for any help.

I’m no shader expert myself, but i think you only need to adjust the alpha when setting the surface tex.

Hello, it seems we need help from a pro shader guy, im trying to take transparency out of this one…any help will save my ass.:smile:

// - Unlit
// - Scroll 2 layers /w Multiplicative op

Shader "MADFINGER/Environment/Scroll 2 Layers Multiplicative - Skybox" {
Properties {
	_MainTex ("Base layer (RGB)", 2D) = "white" {}
	_DetailTex ("2nd layer (RGB)", 2D) = "white" {}
	_ScrollX ("Base layer Scroll speed X", Float) = 1.0
	_ScrollY ("Base layer Scroll speed Y", Float) = 0.0
	_Scroll2X ("2nd layer Scroll speed X", Float) = 1.0
	_Scroll2Y ("2nd layer Scroll speed Y", Float) = 0.0
	_AMultiplier ("Layer Multiplier", Float) = 0.5
}

SubShader {
	Tags { "Queue"="Geometry+10" "RenderType"="Opaque" }
	
	Lighting Off Fog { Mode Off }
	ZWrite Off
	
	LOD 100
	
		
	CGINCLUDE
	#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
	#include "UnityCG.cginc"
	sampler2D _MainTex;
	sampler2D _DetailTex;

	float4 _MainTex_ST;
	float4 _DetailTex_ST;
	
	float _ScrollX;
	float _ScrollY;
	float _Scroll2X;
	float _Scroll2Y;
	float _AMultiplier;
	
	struct v2f {
		float4 pos : SV_POSITION;
		float2 uv : TEXCOORD0;
		float2 uv2 : TEXCOORD1;
		fixed4 color : TEXCOORD2;		
	};

	
	v2f vert (appdata_full v)
	{
		v2f o;
		o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
		o.uv = TRANSFORM_TEX(v.texcoord.xy,_MainTex) + frac(float2(_ScrollX, _ScrollY) * _Time);
		o.uv2 = TRANSFORM_TEX(v.texcoord.xy,_DetailTex) + frac(float2(_Scroll2X, _Scroll2Y) * _Time);
		o.color = fixed4(_AMultiplier, _AMultiplier, _AMultiplier, _AMultiplier);

		return o;
	}
	ENDCG


	Pass {
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#pragma fragmentoption ARB_precision_hint_fastest		
		fixed4 frag (v2f i) : COLOR
		{
			fixed4 o;
			fixed4 tex = tex2D (_MainTex, i.uv);
			fixed4 tex2 = tex2D (_DetailTex, i.uv2);
			
			o = (tex * tex2) * i.color;
			
			return o;
		}
		ENDCG 
	}	
}
}