Cull shader

How can I make a shader that doesn’t render itself if the distance from the camera is greater than something, here is what I have in the subshader for now:

SubShader
{
    Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
    Blend SrcAlpha OneMinusSrcAlpha
    AlphaTest Greater .01

    LOD 200
   
    CGPROGRAM
    #pragma surface surf Lambert vertex:vert
    #include "UnityCG.cginc"
           
	uniform sampler2D _MainTex;
	uniform float4 _Wind;
	uniform fixed4 _Color;
	uniform float _CullDistance;

    struct Input {
        float2 uv_MainTex;
    };

    void vert(inout appdata_full v)
    {
        v.vertex.z += (sin(_Wind.x )/5.0) * v.color.r;
		v.vertex.x += (sin(_Wind.y )/5.0) * v.color.r;
    }

   
    void surf (Input IN, inout SurfaceOutput o) {
        fixed4 difTex = tex2D(_MainTex, IN.uv_MainTex);

        o.Albedo = difTex.rgb * _Color.rgb;
        o.Alpha = difTex.a;
    }

       
  ENDCG

}

If you want to do it on a per fragment level you can use the clip function which discards fragments that does not match a condition.

clip(threshold - depth);

will discard pixels where depth is greater than the threshold (value to clip is less than 0).