Back with another shader problem

I have a custom shader that I want to only cast shadows. I got it to cast shadows, but now the mesh isn’t rendering. I’m a beginner at shader scripting and would appreciate any help.
What it looks like:
No REnder MeSh
Shader Script:

Shader "Custom/WitnessFoliage" {
    Properties {
        _EdgeTransparency ("Edge Transparency", Range (0, 1)) = 0.3 // Control edge transparency
        _Cutoff ("Alpha Cutoff", Range (0, 1)) = 0.5 // Adjust this threshold for leaf transparency
        _Color ("Tint", Color) = (1, 1, 1, 1) // Leaf color
        _MainTex ("Leaf Texture", 2D) = "white" // Texture for the leaves
    }
    SubShader {
        Tags {
            "Queue"="AlphaTest"
            "RenderType"="TransparentCutout"
        }
        Pass {
            Name "ShadowCaster"
	        Tags { "LightMode"="ShadowCaster" }

	        ZWrite On
	        ZTest LEqual



            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata_t {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _Color;
            float _Cutoff;
            float _EdgeTransparency;

            v2f vert (appdata_t v) {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            half4 frag (v2f i) : SV_Target {
                half4 texColor = tex2D(_MainTex, i.uv);
                half alpha = texColor.a * _EdgeTransparency;
                clip(alpha - _Cutoff);
                half4 finalColor = _Color * texColor;
                finalColor.a = step(_Cutoff, alpha);
                return finalColor;
            }
            ENDCG

            HLSLPROGRAM
	        #pragma vertex ShadowPassVertex
	        #pragma fragment ShadowPassFragment

        	// Material Keywords
        	#pragma shader_feature _ALPHATEST_ON
	        #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

	        // GPU Instancing
        	#pragma multi_compile_instancing
        	// (Note, this doesn't support instancing for properties though. Same as URP/Lit)
        	// #pragma multi_compile _ DOTS_INSTANCING_ON
        	// (This was handled by LitInput.hlsl. I don't use DOTS so haven't bothered to support it)

        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
	        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
        	#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
        	ENDHLSL
        }
    }
}

Rhe mesh isn’t rendering because your shader only has a shadowcaster pass.