Unity making existing shader partially transparent

This shader is supposed to be partially transparent, I followed the step by step at this post Shader Help: Adding transparency to a shader. - Unity Answers but it didn’t work. Can someone help me with this?

Code:

Shader "UnityCoder/OldFilm1"
{
Properties {
 _MainTex ("Color (RGB) Alpha (A)", 2D) = "white"
 
SepiaValue("SepiaValue", Float) = 0
NoiseValue("NoiseValue", Float) = 0
ScratchValue("ScratchValue", Float) = 0
InnerVignetting("InnerVignetting", Float) = 0
OuterVignetting("OuterVignetting", Float) = 0
RandomValue("RandomValue", Float) = 0
TimeLapse("TimeLapse", Float) = 0
 
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 200
 
CGPROGRAM
#pragma target 3.0
#pragma surface surf Lambert alpha
 
sampler2D _MainTex;
 
uniform float SepiaValue;
uniform float NoiseValue;
uniform float ScratchValue;
uniform float InnerVignetting;
uniform float OuterVignetting;
uniform float RandomValue;
uniform float TimeLapse;
 
struct Input {
float2 uv_MainTex;
};
 
/// <summary>
/// Computes the overlay between the source and destination colours.
/// <summary>
float3 Overlay (float3 src, float3 dst)
{
// if (dst <= O) then: 2 * src * dst
// if (dst > O) then: 1 - 2 * (1 - dst) * (1 - src)
return float3((dst.x <= 0.5) ? (2.0 * src.x * dst.x) : (1.0 - 2.0 * (1.0 - dst.x) * (1.0 - src.x)),
(dst.y <= 0.5) ? (2.0 * src.y * dst.y) : (1.0 - 2.0 * (1.0 - dst.y) * (1.0 - src.y)),
(dst.z <= 0.5) ? (2.0 * src.z * dst.z) : (1.0 - 2.0 * (1.0 - dst.z) * (1.0 - src.z)));
}
 
float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float2 mod289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float3 permute(float3 x) { return mod289(((x*34.0)+1.0)*x); }
 
float snoise (float2 v)
{
const float4 C = float4(0.211324865405187,  // (3.0-sqrt(3.0))/6.0
0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
 
// First corner
float2 i  = floor(v + dot(v, C.yy) );
float2 x0 = v -   i + dot(i, C.xx);
 
// Other corners
float2 i1;
i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
 
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
float3 p = permute( permute( i.y + float3(0.0, i1.y, 1.0 ))
+ i.x + float3(0.0, i1.x, 1.0 ));
 
float3 m = max(0.5 - float3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
 
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
 
float3 x = 2.0 * frac(p * C.www) - 1.0;
float3 h = abs(x) - 0.5;
float3 ox = floor(x + 0.5);
float3 a0 = x - ox;
 
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
 
// Compute final noise value at P
float3 g;
g.x  = a0.x  * x0.x  + h.x  * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
 
void surf (Input IN, inout SurfaceOutput o)
{
 
// Sepia RGB value
float3 sepia = float3(112.0 / 255.0, 66.0 / 255.0, 20.0 / 255.0);
 
// Step 1: Convert to grayscale
float3 colour = tex2D(_MainTex,  IN.uv_MainTex.xy).xyz;
float gray = (colour.x + colour.y + colour.z) / 3.0;
float3 grayscale = float3(gray);
 
// Step 2: Appy sepia overlay
float3 finalColour = Overlay(sepia, grayscale);
 
// Step 3: Lerp final sepia colour
finalColour = grayscale + SepiaValue * (finalColour - grayscale);
 
// Step 4: Add noise
float noise = snoise(IN.uv_MainTex.xy * float2(1024.0 + RandomValue * 512.0, 1024.0 + RandomValue * 512.0)) * 0.5;
finalColour += noise * NoiseValue;
 
// Optionally add noise as an overlay, simulating ISO on the camera
//vec3 noiseOverlay = Overlay(finalColour, vec3(noise));
//finalColour = finalColour + NoiseValue * (finalColour - noiseOverlay);
 
// Step 5: Apply scratches
if ( RandomValue < ScratchValue )
{
// Pick a random spot to show scratches
float dist = 1.0 / ScratchValue;
//RandomValue *= _Time.y*10;
float d = distance(IN.uv_MainTex.xy, float2(RandomValue * dist, RandomValue * dist));
if ( d < 0.4 )
{
// Generate the scratch
float xPeriod = 8.0;
float yPeriod = 1.0;
float pi = 3.141592;
float phase = TimeLapse;
//                    float phase = _Time.x*TimeLapse;
//                    float phase = _Time.x;
float turbulence = snoise(IN.uv_MainTex.xy * 2.5);
float vScratch = 0.5 + (sin(((IN.uv_MainTex.x * xPeriod + IN.uv_MainTex.y * yPeriod + turbulence)) * pi + phase) * 0.5);
vScratch = clamp((vScratch * 10000.0) + 0.35, 0.0, 1.0);
 
finalColour.xyz *= vScratch;
}
}
 
// Step 6: Apply vignetting
// Max distance from centre to corner is ~0.7. Scale that to 1.0.
float d = distance(float2(0.5, 0.5), IN.uv_MainTex) * 1.414213;
float vignetting = clamp((OuterVignetting - d) / (OuterVignetting - InnerVignetting), 0.0, 1.0);
finalColour.xyz *= vignetting;
 
// Apply colour
//gl_FragColor.xyz = finalColour;
//gl_FragColor.w = 1.0;
 
//half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = finalColour;
o.Alpha = tex2D (_MainTex, IN.uv_MainTex).a;
}
ENDCG
}
Fa

its tagged as transparent, check the alpha values, try 0.5.