Object with Transparent Vertex Lit Z - Lightmap


I’m trying to get a building slightly transparent. At first I tried using the built in transparent shader within Unity, but this was giving weird effects to the Z depth, meaning I could see the other side of the building, through the building model. I then tried using this Alpha Vertex Lit Z:


Which is suppose to give the effect I want, but as soon as I apply it to my building, the entire model goes transparent (no matter what my alpha value is at):

Normal diffuse on both building and cubes:


AlphaVertexLitZ on both cubes and building with 25% alpha:


What am I doing wrong here? Is it because I have a lightmap on my building? Or, maybe some kind of import settings I need to play with?


I found a work around. If you want to use a lightmap on an object that uses transparent, then use this:

Shader "Transparent/Diffuse ZWrite" {
Properties {
    _Color ("Main Color", Color) = (1,1,1,1)
    _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
SubShader {
    Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
    LOD 200

    // extra pass that renders to depth buffer only
    Pass {
        ZWrite On
        ColorMask 0

    // paste in forward rendering passes from Transparent/Diffuse
    UsePass "Transparent/Diffuse/FORWARD"
Fallback "Transparent/VertexLit"