cannot make shader transparent....

i want to make my shader transparent by color’s alpha ,but it’s no effect…
so,i need help:(

Shader “Custom/testShader” {
Properties {
_MainTex (“Base (RGB)”, 2D) = “white” {}
_MainTint (“Diffuse Tint”, Color) = (1, 1, 1, 1)
_ScrollXSpeed (“X Scroll Speed”, Range(0, 10)) = 2
_ScrollYSpeed (“Y Scroll Speed”, Range(0, 10)) = 2
_LightFactor (“Light”, Range(0,1)) = 0
}
SubShader {
Tags {
“Queue”=“Transparent”
“RenderType”=“Transparent” }
LOD 200

CGPROGRAM
#pragma surface surf BasicDiffuse
// #pragma surface surf Lambert
fixed4 _MainTint;
fixed _ScrollXSpeed;
fixed _ScrollYSpeed;
fixed _LightFactor;
sampler2D _MainTex;

struct Input {
float2 uv_MainTex;
};

inline float4 LightingBasicDiffuse(SurfaceOutput s, fixed3 lightDir, fixed atten){
float difLight = dot(s.Normal,lightDir);
float hLambert = difLight * 0.5 + 0.5;

float4 col;
col.rgb = s.Albedo * _LightColor0.rgb * (hLambert );
col.a = s.Alpha;
return col;
}

void surf (Input IN, inout SurfaceOutput o) {

fixed2 scrolledUV = IN.uv_MainTex;
fixed xScrollValue = _ScrollXSpeed * _Time;
fixed yScrollValue = _ScrollYSpeed * _Time;
scrolledUV += fixed2(xScrollValue, yScrollValue);
half4 c = tex2D (_MainTex, scrolledUV);
o.Albedo = c.rgb * _MainTint*(1+_LightFactor);
o.Alpha =_MainTint.a;
}
ENDCG
}
FallBack “Diffuse”
}

See “Optional parameters”.

bgolus thanks !!
It’s perfect !