Custom cel shaded Unity shader not casting shadows

I’m having an issue where my custom cel shading Shader (Wow that’s redundant!) is creating the cel shaded effect I want, but it’s not casting shadows.

I followed this tutorial here Next-Gen Cel Shading in Unity 5

Here is the code and what it looks like right now.

Shader "Maiko/CelShader7"
{
	Properties
	{
		_Color("Main Color", Color) = (1, 1, 1, 1)
		_MainTex("Albedo (RGB)", 2D) = "white" {}
	}

		SubShader
		{
			Tags
			{
				"RenderType" = "Opaque"
			}
		LOD 200

		CGPROGRAM
		#pragma surface surf CelShadingForward
		#pragma	target 3.0
		#include "AutoLight.cginc"
		#define UnityStandardBRDFCustom.cginc

		half4 LightingCelShadingForward(SurfaceOutput s, half3 lightDir, half atten)
	{
		half NdotL = dot(s.Normal, lightDir);
		if (NdotL <= 0.0) NdotL = 0.14f;
		else if (NdotL > 0.0f && NdotL <= 0.1f) NdotL = 0.15f;
		else if (NdotL > 0.1f && NdotL <= 0.2f) NdotL = 0.2f;
		else if (NdotL > 0.2f && NdotL <= 0.3f) NdotL = 0.3f;
		else if (NdotL > 0.3f && NdotL <= 0.4f) NdotL = 0.4f;
		else if (NdotL > 0.4f && NdotL <= 0.5f) NdotL = 0.5f;
		else if (NdotL > 0.5f && NdotL <= 0.6f) NdotL = 0.6f;
		else if (NdotL > 0.6f && NdotL <= 0.7f) NdotL = 0.7f;
		else if (NdotL > 0.7f && NdotL <= 0.8f) NdotL = 0.8f;
		else if (NdotL > 0.8f && NdotL <= 0.9f) NdotL = 0.9f;
		else NdotL = 1;

		NdotL = smoothstep(0, 0.625f, NdotL);
		NdotL /= 2.5f;


		half4 c;
		c.rgb = s.Albedo * _LightColor0.rgb * (NdotL * atten  * 2); // THe *2 makes it brighter
		c.a = s.Alpha;
		return c;
	}



	sampler2D _MainTex;
	fixed4 _Color;

	struct Input
	{
		fixed2 uv_MainTex;

	};

	void surf(Input IN, inout SurfaceOutput o) {
		// Albedo comes from a texture tinted by color
		fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
		o.Albedo = c.rgb;
		o.Alpha = c.a;
	}
	ENDCG
	} // End of Subshader
		FallBack "Diffuse"

}

Buccura get the answer in here:

https://www.reddit.com/r/Unity3D/comments/6006ql/custom_cel_shaded_unity_shader_not_casting_shadows/

I hope the following people can know the answer that:

change #pragma surface surf CelShadingForward

to #pragma surface surf CelShadingForward fullforwardshadows