Transparency from light shader

I am currently trying to write a shader which makes an object completely invisible unless it has light. Essentially imagine a plain diffuse shader, except instead of approaching black as there is less light, the result approaches invisible.

Could anyone assist me with this?

Hi,

You are looking for this:

Shader "Custom/CGM-LightShader" {
	Properties {
		_SpecColor ("Specular Color", Color) = (0.25,0.25,0.25,0)
		_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
		_Shininess ("Shininess", Range (0.01, 1)) = 0.5
	}
	SubShader {
		Tags {
			"Queue"="Transparent"
			"IgnoreProjector"="True"
			"RenderType"="Transparent"
		}
		LOD 300
		
		CGPROGRAM
		#pragma surface surf BlinnPhong decal:add nolightmap

		half _Shininess;
		float4 _Color;
			
		struct Input {
			float4 color : COLOR;
		};
			
		void surf (Input IN, inout SurfaceOutput o) {
			fixed4 c = _Color;				
			o.Albedo = c.rgb * _SpecColor.a;
			o.Gloss = c.rgb;
			o.Specular = c.rgb * _Shininess;
			o.Alpha = 0;
		}
		ENDCG
	}
	FallBack "Transparent/VertexLit"
}