Here are some renders using different Opacity values
Checker texture (repeat u=3, v=).
The next setting is for illumination, which changes the way light affects the grass. We can either use the scene's lighting or override it with a custom setting. I will not go too deep into this option because I will be working with scene lighting (the "Use Real Lights" option), but you can manipulate settings like translucence and specular reflections if you like.
But what does "Lighting Based Width" do? Let's experiment with using values of 0, 0.5, and 0.8.
Lighting Based Width = 0
Lighting Based Width = 0.5
Lighting Based Width = 0.8
I am now satisfied with the colors of the grass, so here is the final texture.