Creating a Hexagonal Grid, alpha

I’m creating a hex map from this Tutorial I need to apply alpha and I can’t figure it out myself. Please help.

Shader "Custom/VertexColors"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200
       
        CGPROGRAM
        #pragma surface surf Standard fullforwardshadows
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;
            float4 color : COLOR;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb * IN.color;
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}
    Shader "Custom/VertexColors"
    {
        Properties
        {
            _Color ("Color", Color) = (1,1,1,1)
            _MainTex ("Albedo (RGB)", 2D) = "white" {}
            _Glossiness ("Smoothness", Range(0,1)) = 0.5
            _Metallic ("Metallic", Range(0,1)) = 0.0
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 200
          
            CGPROGRAM
            #pragma surface surf Standard fullforwardshadows alpha:fade
            #pragma target 3.0
    
            sampler2D _MainTex;
    
            struct Input
            {
                float2 uv_MainTex;
                float4 color : COLOR;
            };
    
            half _Glossiness;
            half _Metallic;
            fixed4 _Color;
    
            void surf (Input IN, inout SurfaceOutputStandard o)
            {
                fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
                o.Albedo = c.rgb * IN.color;
                o.Metallic = _Metallic;
                o.Smoothness = _Glossiness;
                o.Alpha = c.a;
            }
            ENDCG
        }
        FallBack "Diffuse"
    }