How to add alpha channel to this shader?

Shader “mShaders/Holes1” {
Properties {
__MainTex (“Color (RGB) Alpha (A)”, 2D) = “white”

  _SliceGuide ("Slice Guide (RGB)", 2D) = "white" {}
  _SliceAmount ("Slice Amount", Range(0.0, 1.0)) = 0.9
}
SubShader {
  Tags {"Queue"="Transparent" "RenderType"="Transparent" }
  Cull Off
  CGPROGRAM
  //if you're not planning on using shadows, remove "addshadow" for better performance
  #pragma surface surf Lambert 
  #pragma surface surf Lambert alpha
  //addshadow
  struct Input {
      float2 uv_MainTex;
      float2 uv_SliceGuide;
      float _SliceAmount;
  };
  sampler2D _MainTex;
  sampler2D _SliceGuide;
  float _SliceAmount;
  void surf (Input IN, inout SurfaceOutput o) {
      clip(tex2D (_SliceGuide, IN.uv_SliceGuide).rgb - _SliceAmount);
      o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
      o.Alpha = tex2D (_MainTex, IN.uv_MainTex).a;
   
  }
  ENDCG
}
Fallback "Diffuse"

}

what I want to add is alpha ,but no luck.
any help?

The Alpha channel is just another channel in the texture. It’s often used for transparency but you aren’t forced to. If you want a source alpha transparency like most transparent shaders do, you need to specify a blend function. The most common one is:

    Blend SrcAlpha OneMinusSrcAlpha 

Just put it after your Cull Off line