Add alpha channel support to this shader?
Sorry for a beginner question, I have never done shader at all. so I have this shader which I want the engine to read alpha channel in the Main Texture property. All answers I found here tells me to add alpha after #pragma surface surf lambert but this shader doesn't even have that...
 Shader "Roystan/Toon"
 {
     Properties
     {
         _Color("Color", Color) = (1,1,1,1)
         _MainTex("Main Texture", 2D) = "white" {}
         // Ambient light is applied uniformly to all surfaces on the object.
         [HDR]
         _AmbientColor("Ambient Color", Color) = (0.4,0.4,0.4,1)
         [HDR]
         _SpecularColor("Specular Color", Color) = (0.9,0.9,0.9,1)
         // Controls the size of the specular reflection.
         _Glossiness("Glossiness", Float) = 32
         [HDR]
         _RimColor("Rim Color", Color) = (1,1,1,1)
         _RimAmount("Rim Amount", Range(0, 1)) = 0.716
         // Control how smoothly the rim blends when approaching unlit
         // parts of the surface.
         _RimThreshold("Rim Threshold", Range(0, 1)) = 0.1        
     }
     SubShader
     {
         Pass
         {
             // Setup our pass to use Forward rendering, and only receive
             // data on the main directional light and ambient light.
             Tags
             {
                 "Queue"="Transparent" 
                 "LightMode" = "ForwardBase"
                 "PassFlags" = "OnlyDirectional"
             }
 
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             // Compile multiple versions of this shader depending on lighting settings.
             #pragma multi_compile_fwdbase
             
             #include "UnityCG.cginc"
             // Files below include macros and functions to assist
             // with lighting and shadows.
             #include "Lighting.cginc"
             #include "AutoLight.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;                
                 float4 uv : TEXCOORD0;
                 float3 normal : NORMAL;
             };
 
             struct v2f
             {
                 float4 pos : SV_POSITION;
                 float3 worldNormal : NORMAL;
                 float2 uv : TEXCOORD0;
                 float3 viewDir : TEXCOORD1;    
                 // Macro found in Autolight.cginc. Declares a vector4
                 // into the TEXCOORD2 semantic with varying precision 
                 // depending on platform target.
                 SHADOW_COORDS(2)
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
             
             v2f vert (appdata v)
             {
                 v2f o;
                 o.pos = UnityObjectToClipPos(v.vertex);
                 o.worldNormal = UnityObjectToWorldNormal(v.normal);        
                 o.viewDir = WorldSpaceViewDir(v.vertex);
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                 // Defined in Autolight.cginc. Assigns the above shadow coordinate
                 // by transforming the vertex from world space to shadow-map space.
                 TRANSFER_SHADOW(o)
                 return o;
             }
             
             float4 _Color;
 
             float4 _AmbientColor;
 
             float4 _SpecularColor;
             float _Glossiness;        
 
             float4 _RimColor;
             float _RimAmount;
             float _RimThreshold;    
 
             float4 frag (v2f i) : SV_Target
             {
                 float3 normal = normalize(i.worldNormal);
                 float3 viewDir = normalize(i.viewDir);
 
                 // Lighting below is calculated using Blinn-Phong,
                 // with values thresholded to creat the "toon" look.
                 // https://en.wikipedia.org/wiki/Blinn-Phong_shading_model
 
                 // Calculate illumination from directional light.
                 // _WorldSpaceLightPos0 is a vector pointing the OPPOSITE
                 // direction of the main directional light.
                 float NdotL = dot(_WorldSpaceLightPos0, normal);
 
                 // Samples the shadow map, returning a value in the 0...1 range,
                 // where 0 is in the shadow, and 1 is not.
                 float shadow = SHADOW_ATTENUATION(i);
                 // Partition the intensity into light and dark, smoothly interpolated
                 // between the two to avoid a jagged break.
                 float lightIntensity = smoothstep(0, 0.01, NdotL * shadow);    
                 // Multiply by the main directional light's intensity and color.
                 float4 light = lightIntensity * _LightColor0;
 
                 // Calculate specular reflection.
                 float3 halfVector = normalize(_WorldSpaceLightPos0 + viewDir);
                 float NdotH = dot(normal, halfVector);
                 // Multiply _Glossiness by itself to allow artist to use smaller
                 // glossiness values in the inspector.
                 float specularIntensity = pow(NdotH * lightIntensity, _Glossiness * _Glossiness);
                 float specularIntensitySmooth = smoothstep(0.005, 0.01, specularIntensity);
                 float4 specular = specularIntensitySmooth * _SpecularColor;                
 
                 // Calculate rim lighting.
                 float rimDot = 1 - dot(viewDir, normal);
                 // We only want rim to appear on the lit side of the surface,
                 // so multiply it by NdotL, raised to a power to smoothly blend it.
                 float rimIntensity = rimDot * pow(NdotL, _RimThreshold);
                 rimIntensity = smoothstep(_RimAmount - 0.01, _RimAmount + 0.01, rimIntensity);
                 float4 rim = rimIntensity * _RimColor;
 
                 float4 sample = tex2D(_MainTex, i.uv);
 
                 return (light + _AmbientColor + specular + rim) * _Color * sample;
             }
             ENDCG
         }
 
         // Shadow casting support.
         UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
     }
 }
 
               For a clearer explanation, take a look at this image 
 those black parts are actually transparent from photoshop saved as PNG.
Is it the shader's fault, or is there anything I should tweak on unity to make it accept alpha as transparency?
 
                 
                screenshot-5.png 
                (66.6 kB) 
               
 
              
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