I made a better shader how do i fix[add _Shadow Strength]help???>Sorry that im asking for to much

//\old script cast shadows is the issue if turned off its fixed but no shadows. why is it not the receive shadow.btw the leaves are not effected by the sky box?only by mesh?22117-22058-testscreen-1.png

22109-testscreen-0.png here is my new script
I still want to know how to fix add _Shadow Strength
thats why i left it on this new script .I can delete add _Shadow Strength np and it will stay the same.

Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255)
	_Cutoff ("Alpha cutoff", Range(0.25,0.9)) = 0.5
	_TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.5
	_ShadowStrength("Shadow Strength", Range(0,1)) = 1.0
	_MainTex ("Main Texture", 2D) = "white" {  }
	
	// These are here only to provide default values
	_Scale ("Scale", Vector) = (1,1,1,1)
	_SquashAmount ("Squash", Float) = 1
}

SubShader { 
        UsePass "VertexLit/SHADOWCOLLECTOR"
        UsePass "VertexLit/SHADOWCASTER"
	Tags {
	    "Queue"="Transparent-99"
		"IgnoreProjector"="True"
		"RenderType" = "TreeTransparentCutout"
	}
	LOD 200
	Cull Off
		
	Pass {
		Tags { "LightMode" = "Always" }
		Name "Always"

	CGPROGRAM
		#include "TreeVertexLit.cginc"

		#pragma vertex VertexLeaf
		#pragma fragment FragmentLeaf
		#pragma exclude_renderers flash
		#pragma multi_compile_fwdbase nolightmap
		
		sampler2D _MainTex;
		float4 _MainTex_ST;

		fixed _Cutoff;
		sampler2D _ShadowMapTexture;

		struct v2f_leaf {
			float4 pos : SV_POSITION;
			fixed4 diffuse : COLOR0;
		#if defined(SHADOWS_SCREEN)
			fixed4 mainLight : COLOR1;
		#endif
			float2 uv : TEXCOORD0;
		#if defined(SHADOWS_SCREEN)
			float4 screenPos : TEXCOORD1;
		#endif
		};

		v2f_leaf VertexLeaf (appdata_full v)
		{
			v2f_leaf o;
			TreeVertLeaf(v);
			o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

			fixed ao = v.color.a;
			ao += 0.1; ao = saturate(ao * ao * ao); // emphasize AO
						
			fixed3 color = v.color.rgb * _Color.rgb * ao;
			
			float3 worldN = mul ((float3x3)_Object2World, SCALED_NORMAL);

			fixed4 mainLight;
			mainLight.rgb = ShadeTranslucentMainLight (v.vertex, worldN) * color;
			mainLight.a = v.color.a;
			o.diffuse.rgb = ShadeTranslucentLights (v.vertex, worldN) * color;
			o.diffuse.a = 1;
		#if defined(SHADOWS_SCREEN)
			o.mainLight = mainLight;
			o.screenPos = ComputeScreenPos (o.pos);
		#else
			o.diffuse *= 0.5;
			o.diffuse += mainLight;
		#endif			
			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
			return o;
		}

		fixed4 FragmentLeaf (v2f_leaf IN) : COLOR
		{
			fixed4 albedo = tex2D(_MainTex, IN.uv);
			fixed alpha = albedo.a;
			clip (alpha - _Cutoff);

		#if defined(SHADOWS_SCREEN)
			half4 light = IN.mainLight;
			half atten = tex2Dproj(_ShadowMapTexture, UNITY_PROJ_COORD(IN.screenPos)).r;
			light.rgb *= lerp(2.5, 2.5*atten, _ShadowStrength);
			light.rgb += IN.diffuse.rgb;
		#else
			half4 light = IN.diffuse;
			light.rgb *= 2.0;
		#endif

			return fixed4 (albedo.rgb * light, 0.0);
		}

	ENDCG
	}
}

FallBack Off
}

I don’t see _ShadowStrength defined within your CGPROGRAM

At line 42, add this:

float _ShadowStrength;