Backface Culling Off for Unlit Transparent Shader

Hello,

I have an Unlit Transparent Shader which I have found on this site.

Now I want to add an backface culling off property to render a mesh on both sides:

Shader "Unlit/AlphaSelfIllum" {
Properties {
    _Color ("Main Color (A=Opacity)", Color) = (1,1,1,1)
    _MainTex ("Base (A=Opacity)", 2D) = ""
}
 
Category {
    Tags {"Queue"="Transparent" "IgnoreProjector"="True"}
    ZWrite Off
    Blend SrcAlpha OneMinusSrcAlpha
 
    SubShader {Pass {
        Cull Off
        GLSLPROGRAM
        varying mediump vec2 uv;
       
        #ifdef VERTEX
        uniform mediump vec4 _MainTex_ST;
        void main() {
            gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
            uv = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
        }
        #endif
       
        #ifdef FRAGMENT
        uniform lowp sampler2D _MainTex;
        uniform lowp vec4 _Color;
        void main() {
            gl_FragColor = texture2D(_MainTex, uv) * _Color;
        }
        #endif     
        ENDGLSL
    }}
   
    SubShader {Pass {
        SetTexture[_MainTex] {Combine texture * constant ConstantColor[_Color]}
    }}
}
}

But Cull Off has no effect. Any suggestions?

place the Cull Off tag just below the ZWrite Off, like so:

Shader "Unlit/AlphaSelfIllum" {
  Properties {
         _Color ("Main Color (A=Opacity)", Color) = (1,1,1,1)
         _MainTex ("Base (A=Opacity)", 2D) = ""
     }
      
     Category {
         Tags {"Queue"="Transparent" "IgnoreProjector"="True"}
         ZWrite Off
    	 Cull Off
         Blend SrcAlpha OneMinusSrcAlpha
      
         SubShader {
    	 Pass {
             
             GLSLPROGRAM
             varying mediump vec2 uv;
            
             #ifdef VERTEX
             uniform mediump vec4 _MainTex_ST;
             void main() {
                 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                 uv = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
             }
             #endif
            
             #ifdef FRAGMENT
             uniform lowp sampler2D _MainTex;
             uniform lowp vec4 _Color;
             void main() {
                 gl_FragColor = texture2D(_MainTex, uv) * _Color;
             }
             #endif     
             ENDGLSL
           }
    	 }
        
         SubShader {
    	 Pass {
             SetTexture[_MainTex] {Combine texture * constant ConstantColor[_Color]}
         }
       }
     }
   }