Assuming that by translucent and phosphorescent, you mean transparent and self-illuminating, then Unity has built-in shaders which will do that. I’m not sure what you mean by “membrane” as an adjective, though.
It looks like the answer is right there in your screen shot. Does your texture have an alpha channel? This is what controls opacity, and it will be completely opaque if you use an RGB image rather than RGBA.
Alternatively, you can change the alpha channel of the main colour property if you want uniform opacity.
did you check the manual about that specific shader. all builtin shaders have documentation in the references - shaderlab so you can learn about how it works so you can use it the right way.
as for psd and alpha: go to the image color channels and add an alpha channel
Your colour picker should have a slider for alpha in it, allowing you to adjust the alpha of the main colour.
As far as the alpha channel of the image, if Unity won’t let you import as RGBA then Photoshop is not saving your alpha channel. Photoshop is pretty finicky about how it saves alpha depending on what file format you use, and whether you are using explicit or pre-multiplied alpha channels.