How to solve damaged cutout in my hair shader Unity?

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This my hair shader enter image description here

Heres my code of hair Shader:

Shader "Custom/Hair" { Properties { _MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "white" {}

    _Color ("Main Color", Color) = (1,1,1,1)

    _Cutoff ("Alpha Cut-Off", range(0, 1)) = 0.95

    _NormalTex ("Normal Map", 2D) = "bump" {}

    _NormalPower ("NormalPower", range(0, 5)) = 0.75

    _SpecularTex ("Specular (R) Spec Shift (G) Spec Mask (B)", 2D) = "gray" {}

    _SpecularMultiplier ("Specular Multiplier", float) = 10.0
    
    _SpecularColor ("Specular Color", Color) = (1,1,1,1)
    _SpecularMultiplier2 ("Secondary Specular Multiplier", float) = 10.0
    _SpecularColor2 ("Secondary Specular Color", Color) = (1,1,1,1)
    _PrimaryShift ( "Specular Primary Shift", float) = -0.01
    _SecondaryShift ( "Specular Secondary Shift", float) = -0.28

    _RimColor ("Rim Color", Color) = (0,0,0,0)
    _RimPower ("Rim Power", Range(1,3)) = 1.292


    _TintColor ("Tint Color", Color) = (0,0,0)
    _TintPower ("Tint Power", Range(0,1)) = 0.292

    [HideInInspector]_LogLut ("_LogLut", 2D)  = "white" {}      
}

SubShader
{ 
    Tags { "RenderType" = "Opaque"  "Queue" = "Geometry+1"  "RequireOption" = "SoftVegetation" }

    LOD 200
    Blend Off
    Cull Off
    ZWrite on

    CGPROGRAM
    #pragma surface surf Hair vertex:vert finalcolor:tonemapping
    #pragma target 3.0
    
    #include "./Hair.cginc"

    void surf (Input IN, inout SurfaceOutputHair o)
    {
        surf_base(IN, o);
        if(o.Alpha < _Cutoff) {   
            clip(-1.0); 
        }
    }
    ENDCG
}
FallBack "Mobile/VertexLit"

}

i need hair like this, but in game this shader didn't match, Can anyone to help me fix my hair shader? enter image description here

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