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In Unity to get transparency with the standard shader, you need to set the Rendering Mode (right above where you assign materials) for the shader to Fade or Transparent. Fade typically yields better results, but you can experiment to see which one works better for your situation.
However, as for transfering this to Unity, because the way unity works with transparency in its rendering modes, its preferable to use multiple materials for the mesh. Even if you have variable opacity painted into the mesh, using a fade/transparent rendering mode for Opaque style materials tends to produce bad results. As such, it is best if the transparent parts are assigned a different material than the standard parts of the mesh. The standard mesh parts use the Opaque renderer setting while the transparent parts use the Fade or Transparent renderer setting.
Thus, if you are making a mesh partially transparent, you will need to either get a double sided shader, or take into account how to deal with this transparent mesh part. In the case of the cube for example, you could create a thick mesh or copy all parts of the cube, duplicate, and then reverse the normals of the duplicated section to get a transparent cube that works as you want. This would then result in the desired appearance when looking through the transparent face of the cube, rendering the other inside faces.
Thanks for your help! because I always wonder if i can just use one material for a whole car model, because car has a lot of glass like window, car light glass and etc. I tried it once with one texture on the glass jar with sticker on the glass, when i switch the unity render setting to fade or transparent, the result is not how i imagine it would be, the sticker also become transparent, so i end up separating the sticker and the jar.