Transparent + affected by light shader

Hi,

I´m new to unity shaders and I´m a little lost in a particular shader I´m trying to create. I want a shader that includes only one texture and keeps the transparent parts of that texture transparent, but I also want the non-transparent parts of the texture to be affected by light.

Is this possible?

Thank you.

I finally got it!

Shader "Custom/SemiTransparent" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_Alpha ("Alpha", Range(0,1)) = 0.5
	}
	SubShader {
		Tags{
			"Queue"="Transparent"
			"IgnoreProjector"="True"
			"RenderType"="Transparent"
		}
		
		Lighting On Cull Off ZWrite On
		Blend SrcAlpha OneMinusSrcAlpha
		
		
		LOD 200
		
		CGPROGRAM
		#pragma surface surf Lambert

		sampler2D _MainTex;
		float _Alpha;

		struct Input {
			float2 uv_MainTex;
		};

		void surf (Input IN, inout SurfaceOutput o) {
			half4 c = tex2D (_MainTex, IN.uv_MainTex);
			o.Albedo = c.rgb;
			o.Alpha = _Alpha;
		}
		ENDCG
	} 
	FallBack "Diffuse"
}