Shader Color

enter code hereHi, im doing a game with toon shader but the colors of the shader are to opaque, I want to get intensity in the colors but i dont know how to do this in the shader, please help me.
Here is the code:

Shader "ToonDeferredShading" {
Properties {
	_LightTexture0 ("", any) = "" {}
	_LightTextureB0 ("", 2D) = "" {}
	_ShadowMapTexture ("", any) = "" {}
	_SrcBlend ("", Float) = 1
	_DstBlend ("", Float) = 1
}
SubShader {

// Pass 1: Lighting pass
//  LDR case - Lighting encoded into a subtractive ARGB8 buffer
//  HDR case - Lighting additively blended into floating point buffer
Pass {
	ZWrite Off
	Blend [_SrcBlend] [_DstBlend]

CGPROGRAM
#define UNITY_BRDF_PBS BRDF_Unity_Toon
#pragma target 3.0
#pragma vertex vert_deferred
#pragma fragment frag
#pragma multi_compile_lightpass
#pragma multi_compile ___ UNITY_HDR_ON

#pragma exclude_renderers nomrt

#include "UnityCG.cginc"
#include "UnityDeferredLibrary.cginc"
//#include "UnityPBSLighting.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityGBuffer.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityStandardBRDFCustom.cginc"

sampler2D _CameraGBufferTexture0;
sampler2D _CameraGBufferTexture1;
sampler2D _CameraGBufferTexture2;
		
half4 CalculateLight (unity_v2f_deferred i)
{
	float3 wpos;
	float2 uv;
	float atten, fadeDist;
	UnityLight light;
	UNITY_INITIALIZE_OUTPUT(UnityLight, light);
	UnityDeferredCalculateLightParams(i, wpos, uv, light.dir, atten, fadeDist);

	light.color = _LightColor.rgb * atten;

	// unpack Gbuffer
	half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv);
	half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv);
	half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
	UnityStandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2);

	float3 eyeVec = normalize(wpos-_WorldSpaceCameraPos);
	half oneMinusReflectivity = 1 - SpecularStrength(data.specularColor.rgb);

	UnityIndirect ind;
	UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind);
	ind.diffuse = 0;
	ind.specular = 0;

  half4 res = UNITY_BRDF_PBS (data.diffuseColor, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, -eyeVec, light, ind);
	return res;
}

#ifdef UNITY_HDR_ON
half4
#else
fixed4
#endif
frag (unity_v2f_deferred i) : SV_Target
{
	half4 c = CalculateLight(i);
	#ifdef UNITY_HDR_ON
	return c;
	#else
	return exp2(-c);
	#endif
}

ENDCG
}


// Pass 2: Final decode pass.
// Used only with HDR off, to decode the logarithmic buffer into the main RT
Pass {
	ZTest Always Cull Off ZWrite Off
	Stencil {
		ref [_StencilNonBackground]
		readmask [_StencilNonBackground]
		// Normally just comp would be sufficient, but there's a bug and only front face stencil state is set (case 583207)
		compback equal
		compfront equal
	}

CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma exclude_renderers nomrt

#include "UnityCG.cginc"

sampler2D _LightBuffer;
struct v2f {
	float4 vertex : SV_POSITION;
	float2 texcoord : TEXCOORD0;
};

v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
{
	v2f o;
	o.vertex = UnityObjectToClipPos(vertex);
	o.texcoord = texcoord.xy;
#ifdef UNITY_SINGLE_PASS_STEREO
	o.texcoord = TransformStereoScreenSpaceTex(o.texcoord, 1.0f);
#endif
	return o;
}

fixed4 frag (v2f i) : SV_Target
{
	return -log2(tex2D(_LightBuffer, i.texcoord));
}
ENDCG 
}

}
Fallback Off
}

What do you mean the colors are too opaque? Do you want it to be transparent? Can you show example images of what you have and explain further what you want?

What have you tried so far?