Standard Cutout Shader with transparency

Hi I’m looking for a way to make my progress bar slightly transparent rather than solid color, it is making use of the Standard Shader in Cutout mode and works fine apart from the fact you can’t add any transparency it seems.

Has any one got any tips or suggestions?

I have found this shader online and it does kind of do the job but it requires 2 textures for blending and does not have emission which I don’t know how to add quite yet, I’m just starting to learn about shaders. Emission is very important for the design.

Shader "Custom/Cutout/Transparent" {


Properties {
     _Blend ("Blend", Range (0,1)) = 0.5
     _MainTex ("Texture 1", 2D) = ""
     _Texture2 ("Texture 2", 2D) = ""
     _EmissionLM ("Emission (Lightmapper)", Float) = 0
       [Toggle] _DynamicEmissionLM ("Dynamic Emission (Lightmapper)", Int) = 0
}

Category {
     SubShader {
         Pass {
             //Lighting On
             AlphaTest Greater [_Blend]
             SetTexture[_MainTex]
             SetTexture[_Texture2] {
                 ConstantColor (0,0,0, [_Blend])
                 Combine texture Lerp(constant alpha) previous alpha
             }
             SetTexture[_MainTex] {
                 Combine texture * previous alpha
             }
             SetTexture[_MainTex] {
                 Combine texture * previous alpha
             }
         }
     }

     // pre-3GS devices, including the September 2009 8GB iPod touch
     SubShader {
         Pass {
             AlphaTest Greater [_Blend]
             SetTexture[_MainTex]
             SetTexture[_Texture2] {
                 ConstantColor (0,0,0, [_Blend])
                 Combine texture Lerp(constant alpha) previous alpha
             }
             SetTexture[_MainTex] {
                 Combine texture * previous alpha
             }
             SetTexture[_MainTex] {
                 Combine texture * previous alpha
             }
         }
         Pass {
             //Lighting On
             Blend DstColor SrcColor
         }
     }
}

}

I don’t know why this not part of the Standard Shader to be honest? It seems like a common requirement. It would be great to add it to the standard one but a custom shader will do also. I’ve downloaded the Unity Shader Archive, not sure where to start with that.

Thanks all, hope I can find a solution.

You tried with tags?, this are the tags of one of my transparent shaders

SubShader
{
Tags { “Queue”=“Transparent” “RenderType”=“Transparent” }
Blend SrcAlpha OneMinusSrcAlpha