Changing custom shader. Add alpha cutout

Hello everybody. Help change the shader and add the correct alpha cutout pls!

//Shader
Shader "Toony Colors Free/Rim Lighting"
{
	Properties
	{
		//TOONY COLORS
		_Color ("Color", Color) = (0.5,0.5,0.5,1.0)
		_HColor ("Highlight Color", Color) = (0.6,0.6,0.6,1.0)
		_SColor ("Shadow Color", Color) = (0.3,0.3,0.3,1.0)
		
		//DIFFUSE
		_MainTex ("Main Texture (RGB)", 2D) = "white" {}
		
		//TOONY COLORS RAMP
		_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
		
		//RIM LIGHT
		_RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6)
		_RimMin ("Rim Min", Range(0,1)) = 0.5
		_RimMax ("Rim Max", Range(0,1)) = 1.0
		
		
	}
	
	SubShader
	{
		Tags { "RenderType"="Opaque" }
		
		CGPROGRAM
		
		#pragma surface surf ToonyColorsCustom
		#pragma target 2.0
		#pragma glsl
		
		
		//================================================================
		// VARIABLES
		
		fixed4 _Color;
		sampler2D _MainTex;
		
		fixed4 _RimColor;
		fixed _RimMin;
		fixed _RimMax;
		float4 _RimDir;
		
		struct Input
		{
			half2 uv_MainTex;
			float3 viewDir;
		};
		
		//================================================================
		// CUSTOM LIGHTING
		
		//Lighting-related variables
		fixed4 _HColor;
		fixed4 _SColor;
		sampler2D _Ramp;
		
		//Custom SurfaceOutput
		struct SurfaceOutputCustom
		{
			fixed3 Albedo;
			fixed3 Normal;
			fixed3 Emission;
			half Specular;
			fixed Alpha;
		};
		
		inline half4 LightingToonyColorsCustom (SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten)
		{
			s.Normal = normalize(s.Normal);
			fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5);
			
			fixed3 ramp = tex2D(_Ramp, fixed2(ndl,ndl));
		#if !(POINT) && !(SPOT)
			ramp *= atten;
		#endif
			_SColor = lerp(_HColor, _SColor, _SColor.a);	//Shadows intensity through alpha
			ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
			fixed4 c;
			c.rgb = s.Albedo * _LightColor0.rgb * ramp;
			c.a = s.Alpha;
		#if (POINT || SPOT)
			c.rgb *= atten;
		#endif
			return c;
		}
		
		
		//================================================================
		// SURFACE FUNCTION
		
		void surf (Input IN, inout SurfaceOutputCustom o)
		{
			fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
			
			o.Albedo = mainTex.rgb * _Color.rgb;
			o.Alpha = mainTex.a * _Color.a;
			
			//Rim
			float3 viewDir = normalize(IN.viewDir);
			half rim = 1.0f - saturate( dot(viewDir, o.Normal) );
			rim = smoothstep(_RimMin, _RimMax, rim);
			o.Emission += (_RimColor.rgb * rim) * _RimColor.a;
		}
		
		ENDCG
	}
	
	Fallback "Diffuse"
}

Shader “Toony Colors Free/Rim Lighting”
{
Properties
{
//TOONY COLORS
_Color (“Color”, Color) = (0.5,0.5,0.5,1.0)
_HColor (“Highlight Color”, Color) = (0.6,0.6,0.6,1.0)
_SColor (“Shadow Color”, Color) = (0.3,0.3,0.3,1.0)

         //DIFFUSE
         _MainTex ("Main Texture (RGB)", 2D) = "white" {}
         
         //TOONY COLORS RAMP
         _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
         
         //RIM LIGHT
         _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6)
         _RimMin ("Rim Min", Range(0,1)) = 0.5
         _RimMax ("Rim Max", Range(0,1)) = 1.0
         
         _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.7
     }
     
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         
         CGPROGRAM
         
         #pragma surface surf ToonyColorsCustom alphatest:_Cutoff addshadow
         #pragma target 2.0
         #pragma glsl
         
         
         //================================================================
         // VARIABLES
         
         fixed4 _Color;
         sampler2D _MainTex;
         
         fixed4 _RimColor;
         fixed _RimMin;
         fixed _RimMax;
         float4 _RimDir;
         
         struct Input
         {
             half2 uv_MainTex;
             float3 viewDir;
         };
         
         //================================================================
         // CUSTOM LIGHTING
         
         //Lighting-related variables
         fixed4 _HColor;
         fixed4 _SColor;
         sampler2D _Ramp;
         
         //Custom SurfaceOutput
         struct SurfaceOutputCustom
         {
             fixed3 Albedo;
             fixed3 Normal;
             fixed3 Emission;
             half Specular;
             fixed Alpha;
         };
         
         inline half4 LightingToonyColorsCustom (SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten)
         {
             s.Normal = normalize(s.Normal);
             fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5);
             
             fixed3 ramp = tex2D(_Ramp, fixed2(ndl,ndl));
         #if !(POINT) && !(SPOT)
             ramp *= atten;
         #endif
             _SColor = lerp(_HColor, _SColor, _SColor.a);    //Shadows intensity through alpha
             ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
             fixed4 c;
             c.rgb = s.Albedo * _LightColor0.rgb * ramp;
             c.a = s.Alpha;
         #if (POINT || SPOT)
             c.rgb *= atten;
         #endif
             return c;
         }
         
         
         //================================================================
         // SURFACE FUNCTION
         
         void surf (Input IN, inout SurfaceOutputCustom o)
         {
             fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
             
             o.Albedo = mainTex.rgb * _Color.rgb;
             o.Alpha = mainTex.a * _Color.a;
             
             //Rim
             float3 viewDir = normalize(IN.viewDir);
             half rim = 1.0f - saturate( dot(viewDir, o.Normal) );
             rim = smoothstep(_RimMin, _RimMax, rim);
             o.Emission += (_RimColor.rgb * rim) * _RimColor.a;
         }
         
         ENDCG
     }
     
     Fallback "Diffuse"
 }

You really should look these things up before asking the question, though. There are many different pages that cover this kind of thing, and I’m sure this question has been asked before.