Custom Standard shader isn't receiving shadows.

Hi folks,

Sorry if this gets posted all the time, but I couldn’t find an answer specific to this.

I’ve created a quick shader based on the Standard Specular as I needed 2 sided rendering, but it’s not receiving shadows for some reason. Any ideas what I’m missing?

Shader "Standard (2 Sided)" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGBA)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Specular ("Specular Color", Color) = (0,0,0)
        _Cutoff ("Cutoff", Range(0,1)) = 0.5
    }

    SubShader {
        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
        LOD 200
        Blend SrcAlpha OneMinusSrcAlpha
        Cull Off
       
       
        CGPROGRAM
        #pragma surface surf StandardSpecular alpha:fade fullforwardshadows
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input {
            float2 uv_MainTex;
        };

        half _Glossiness;
        fixed3 _Specular;
        float _Cutoff;
        fixed4 _Color;

        void surf (Input IN, inout SurfaceOutputStandardSpecular o) {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            o.Albedo = c.rgb;
            // Metallic and smoothness come from slider variables
           
           
            if (c.a > _Cutoff) {
                   o.Alpha = c.a;
                o.Specular = _Specular;
                o.Smoothness = _Glossiness;
                   }
             else
             {
                   o.Alpha = 0;
                   }
        }
        ENDCG
    }
    FallBack "Standard"
}

Thanks!

In Unity shaders using the transparent queue don’t receive shadows.