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How do I make this shader additive blending?
I'm trying to make a Surface Shader for the sphere on the Left to looks like the one on the Right. Currently, the left sphere is having a opaque black color on it instead of additive color.
The right sphere is using a Vertex/Fragment shader I got from a website, I don't know how to do the same to a Surface Shader, I'm a beginner. 
I have to use Surface Shader because the tutorial I'm following (World of Zero's tutorial) use it for a reactive forcefield that react to impact.
This is the rim shader I'm copying for the left sphere
 Shader "Custom/RimMiscellaneous"
 {
     Properties{
         _MainTex("Base (RGB)", 2D) = "white" {}
         _RimValue("Rim value", Range(0, 1)) = 0.5
         _Color("Color", Color) = (1, 1, 1, 1)
     }
         SubShader{
             Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
 
             CGPROGRAM
             #pragma surface surf Lambert alpha
 
             sampler2D _MainTex;
             fixed _RimValue;
 
             struct Input {
                 float2 uv_MainTex;
                 float3 viewDir;
                 float3 worldNormal;
             };
 
             fixed4 _Color;
 
             void surf(Input IN, inout SurfaceOutput o) {
                 half4 c = tex2D(_MainTex, IN.uv_MainTex + _Time.y * 0.1);
                 o.Albedo = c.rgb * _Color;
 
                 float3 normal = normalize(IN.worldNormal);
                 float3 dir = normalize(IN.viewDir);
                 float val = 1 - (abs(dot(dir, normal)));
                 float rim = val * val *  _RimValue;
                 o.Alpha = c.a * rim;
             }
             ENDCG
         }
             FallBack "Diffuse"
 }
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 koobas.hobune.stream
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