Need help to control alpha transparency of shader material

Hello!
I found this great shader by forestjohnson (FX: Force Field Shader - Unity Engine - Unity Discussions)
It has a color property for the shader texture, but the alpha channel doesn’t cause the transparency to change.
I’ve no clue what I’m doing with shaders, so I’m hoping someone can help me be able to control the transparency of this texture so that I can do a fade transition with it.
Thanks!

// Upgrade NOTE: replaced 'PositionFog()' with multiply of UNITY_MATRIX_MVP by position
// Upgrade NOTE: replaced 'V2F_POS_FOG' with 'float4 pos : SV_POSITION'


Shader "FX/Forest Force Field" {
  
Properties {
   _Color ("Main Color", Color) = (1,1,1,0.5)
   _MainTex ("Texture", 2D) = "white" {}
   _UVScale ("UV Scale .05-4", Float) = 1
   _UVDistortion ("UV Distortion 0.01-1", Float) = 0.5
   _Rate ("Oscillation Rate 5-200", Float) = 10
   _Rate2 ("Oscillation Rate Difference 1-3", Float) = 1.43
   _ZPhase ("Z Phase 0-3", Float) = 0.5
   _Scale ("Scale .02-2", Float) = 0.5
   _Distortion ("Distortion 0-20", Float) = 0.4
}
SubShader {
  
   ZWrite Off
   Tags { "Queue" = "Transparent" "RenderType"="Transparent"}
   Blend One One
  
   Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_fog_exp2
#include "UnityCG.cginc"
float4 _Color;
sampler2D _MainTex;
float _Rate;
float _Rate2;
float _Scale;
float _Distortion;
float _ZPhase;
float _UVScale;
float _UVDistortion;
struct v2f {
   float4 pos : SV_POSITION;
   float3 uvsin : TEXCOORD0;
   float3 vertsin : TEXCOORD1;
   float2 uv : TEXCOORD2;
};
v2f vert (appdata_base v)
{
    v2f o;
    o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
  
    float s = 1 / _Scale;
    float t = (_Time[0]*_Rate*_Scale) / _Distortion;
    float2 uv = float2(v.vertex.y * 0.3 + (v.vertex.y - v.vertex.z * 0.0545), v.vertex.x + (v.vertex.z - v.vertex.x * 0.03165));
    o.vertsin = sin((v.vertex.xyz + t) * s); 
    o.uvsin = sin((float3(uv, t * _ZPhase) + (t* _Rate2)) * s) * _Distortion;
    o.uv = uv;
  
    return o;
}
half4 frag (v2f i) : COLOR
{
    float3 vert = i.vertsin;
    float3 uv = i.uvsin;
    float mix = 1 + sin((vert.x - uv.x) + (vert.y - uv.y) + (vert.z - uv.z));
    float mix2 = 1 + sin((vert.x + uv.x) - (vert.y + uv.y) - (vert.z + uv.z));
  
    return half4( tex2D( _MainTex, (i.uv + (float2(mix, mix2) * _UVDistortion)) * _UVScale ) * 1.5 * _Color); 
}
ENDCG
    }
}
Fallback "Transparent/Diffuse"
}

Nevermind! I apparently didn’t dig far enough!
I just needed to add:
Blend SrcAlpha OneMinusSrcAlpha

Sorry for the bother!