This my hair shader

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?
