Enable fade rendering on shader

I need to make this shader to render fade rendering mode

Shader "Custom/Shader" {
Properties {
    _Color ("Main Color", Color) = (1,1,1,1)
    _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
    _MainTex ("Base (RGB), RefStrength (A)", 2D) = "white" {}
    _Cube ("Reflection Cubemap", Cube) = "" {}
    _BumpMap ("Normalmap", 2D) = "bump" {}
}

Category {
    Tags { "RenderType"="Opaque" }
    LOD 250

    SubShader {
        // Always drawn reflective pass
        Pass {
            Name "BASE"
            Tags {"LightMode" = "Always"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog

#include "UnityCG.cginc"

struct v2f {
    float4 pos : SV_POSITION;
    float2  uv      : TEXCOORD0;
    float2  uv2     : TEXCOORD1;
    float3  I       : TEXCOORD2;
    float3  TtoW0   : TEXCOORD3;
    float3  TtoW1   : TEXCOORD4;
    float3  TtoW2   : TEXCOORD5;
    UNITY_FOG_COORDS(6)
    UNITY_VERTEX_OUTPUT_STEREO
};

uniform float4 _MainTex_ST, _BumpMap_ST;

v2f vert(appdata_tan v)
{
    v2f o;
    UNITY_SETUP_INSTANCE_ID(v);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    o.pos = UnityObjectToClipPos(v.vertex);
    o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
    o.uv2 = TRANSFORM_TEX(v.texcoord,_BumpMap);

    o.I = -WorldSpaceViewDir( v.vertex );

    float3 worldNormal = UnityObjectToWorldNormal(v.normal);
    float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
    float3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
    o.TtoW0 = float3(worldTangent.x, worldBinormal.x, worldNormal.x);
    o.TtoW1 = float3(worldTangent.y, worldBinormal.y, worldNormal.y);
    o.TtoW2 = float3(worldTangent.z, worldBinormal.z, worldNormal.z);

    UNITY_TRANSFER_FOG(o,o.pos);
    return o;
}

uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform samplerCUBE _Cube;
uniform fixed4 _ReflectColor;
uniform fixed4 _Color;

fixed4 frag (v2f i) : SV_Target
{
    // Sample and expand the normal map texture
    fixed3 normal = UnpackNormal(tex2D(_BumpMap, i.uv2));

    fixed4 texcol = tex2D(_MainTex,i.uv);

    // transform normal to world space
    half3 wn;
    wn.x = dot(i.TtoW0, normal);
    wn.y = dot(i.TtoW1, normal);
    wn.z = dot(i.TtoW2, normal);

    // calculate reflection vector in world space
    half3 r = reflect(i.I, wn);

    fixed4 c = UNITY_LIGHTMODEL_AMBIENT * texcol;

    fixed4 reflcolor = texCUBE(_Cube, r) * _ReflectColor * texcol.a;
    c = c + reflcolor;
    UNITY_APPLY_FOG(i.fogCoord, c);
    UNITY_OPAQUE_ALPHA(c.a);
    return c;
}
ENDCG
        }
    }
}

FallBack "Legacy Shaders/VertexLit"
}

Is there a way to do it?