Transparency cube shader?

I’m trying to make this or something like this:
Transparency with Standard Surface shader

I’m using 4.7.1. Script is not working.

I get this errors:

Giving up. Parser is hopelessly lost… at line 14

Syntax error at line 29

Syntax error at line 31

Or is there another way to do something like this?

This is a shader using the Standard lighting model, which requires Unity 5, therefore you have to modify the shader yourself. All you have to change in this instance is the lighting model.

Shader "Custom/Transparent"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
    }
    SubShader
    {
        Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
        LOD 200
   
        CGPROGRAM
 
        #pragma surface surf Lambert fullforwardshadows alpha:fade
        #pragma target 3.0
 
        sampler2D _MainTex;
 
        struct Input {
            float2 uv_MainTex;
        };
 
        fixed4 _Color;
 
        void surf (Input IN, inout SurfaceOutput o)
        {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}