Changing material color´s alpha in self iluminated shader

I am having problem changing material´s alpha value on my self iluminated shader material, I am able to change the other values of the color ( such as red, green or blue values ) but not the alpha value, this is what I´m trying to do:

this.renderer.material.color = new Color( 1.0f, 1.0f, 1.0f, 0.0f );

By doing that, I expected the material to be totally transparent, but it just ignores the alpha value of 0 that I assigned, this is the shader´s code that I´m using:

Shader "AlphaSelfIllum" {
	Properties {
		_Color ("Color Tint", Color) = (1,1,1,1)
		_MainTex ("SelfIllum Color (RGB) Alpha (A)", 2D) = "white"
	}
	Category {
	   Lighting On
	   ZWrite Off
	   Cull Back
	   Blend SrcAlpha OneMinusSrcAlpha
	   Tags {Queue=Transparent}
	   SubShader {
            Material {
	           Emission [_Color]
            }
            Pass {
	           SetTexture [_MainTex] {
	                  Combine Texture * Primary, Texture * Primary
                }
            }
        } 
    }
}

I´m totally noob at shader coding, so if anyone could point me in a direction, I would be very thankfull.

I had exactly the same problem ! : Correct Unlit Shader to use when Fading a Material - Questions & Answers - Unity Discussions

Like you , I no nothing about CG and shaders, but the advice given to me there was : under material,

add Diffuse [_Color]

e.g.

SubShader {
    Material {
        Emission [_Color]
        Diffuse [_Color]
    }

it’s funny, the shaders look like almost the same script, but I have no idea what they do or the difference! Maybe this will help, good luck =]

UnityGems have a shader tutorial now. I shall be checking that out when ready : unitygems.com - unitygems Resources and Information.