not rendered transparent part at the game view

HI!, thx to read my thread.

i have some problem to hair shader in render.
its looks like well in unity view and unity game view.
but in the game view, remove transparent part and rendered only Opaque

this capture is from the unity view, unity game view and frame debug

in the capture, transparent part be rendered. all looks like well.

but…this error capture from the in game view

so…transparent part be removed. think i quess, this transparent not rendered error is… seems like next capture

this capture from frame debug, before the draw mesh transparent.

that status seems like error…its reason why i quess that

and so… i reserch to many way how to it works well.
how to forced fix render queue, how to transparency be rendered well, how to remove camera background color(this error capture is next)…


(this capture is solved remove transparency, but camera background color rendered together,
edit line107 value to 0.5 )

this is my shader code

Shader "Wit/Hair"
{
    Properties
    {
        _MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "white" {}
        _Color ("Main Color", Color) = (1,1,1,1)
        _Cutoff ("Alpha Cutoff", range(0.01,1)) = 0.5
        _NormalTex ("Normal Map", 2D) = "bump" {}
        _NormalPower ("NormalPower", range(0, 5)) = 0.75
        _SpecularTex ("Specular (R) Spec Shift (G) Spec Mask (B)", 2D) = "gray" {}
        _SpecularMultiplier ("Specular Multiplier", float) = 10.0
     
        _SpecularColor ("Specular Color", Color) = (1,1,1,1)
        _SpecularMultiplier2 ("Secondary Specular Multiplier", float) = 10.0
        _SpecularColor2 ("Secondary Specular Color", Color) = (1,1,1,1)
        _PrimaryShift ( "Specular Primary Shift", float) = -0.01
        _SecondaryShift ( "Specular Secondary Shift", float) = -0.28

        _RimColor ("Rim Color", Color) = (0,0,0,0)
        _RimPower ("Rim Power", Range(1,3)) = 1.292


        _TintColor ("Tint Color", Color) = (0,0,0)
        _TintPower ("Tint Power", Range(0,1)) = 0.292

        [HideInInspector]_LogLut ("_LogLut", 2D)  = "white" {}     
 


    }

    SubShader
    {
        Tags { "RenderType" = "fadeCutout"  "Queue" = "Transparent-499" "IgnoreProjector"="True" "RequireOption" = "SoftVegetation" }

        LOD 250
        Blend SrcAlpha OneMinusSrcAlpha
        ZWrite off
        cull off

        Pass {
            ColorMask 0
            ZWrite On
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
      
            #include "UnityCG.cginc"
            struct v2f {
                float4 vertex : SV_POSITION;
                float2 texcoord : TEXCOORD0;
            };
            sampler2D _MainTex;
            fixed _Cutoff;
            v2f vert (appdata_img v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.texcoord = v.texcoord;
                return o;
            }
            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.texcoord);
                clip(col.a - _Cutoff);
                return 0;
            }
            ENDCG
        }
        Pass
        {
            Tags {"LightMode"="ShadowCaster"}
            ZWrite Off
            Cull Off
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_shadowcaster
            #include "UnityCG.cginc"
            struct v2f {
                V2F_SHADOW_CASTER;
                float2 texcoord : TEXCOORD1;
            };
            v2f vert(appdata_base v)
            {
                v2f o;
                TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
                o.texcoord = v.texcoord;
                return o;
            }
      
            sampler2D _MainTex;
            fixed _Cutoff;
            float4 frag(v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.texcoord);
                clip(col.a - _Cutoff);
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }

        Pass {

            ZWrite Off
          
            AlphaTest GEqual 0.95
            SetTexture [_MainTex] { }
        }
  

        CGPROGRAM
        #pragma surface surf Hair keepalpha alpha:fade vertex:vert nolightmap finalcolor:tonemapping
        #pragma target 3.0
     
        #include "./Hair_alpha.cginc"



        void surf (Input IN, inout SurfaceOutputHair o)
        {

        fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;

            o.Alpha = saturate(c.a / _fade);

            surf_base(IN, o);
            if(o.Alpha < _fade) {
                clip(-1.0);
            }
        }

        ENDCG
     

    }
    FallBack "Mobile/VertexLit"
}

i still try to this now, i can’t solved this from camera. it making it for uploading to the platform.

i try solve this problem to seems like this shader in capture, it works well.
but its hard to me… i need any help, clue, refrence and any ideas for this.

thanks to read !

Maybe this can be your reference

Shader "DWN/Hair_Blend" {
    Properties {
        [Header(Main Textures)]
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Cutoff ("Cutoff", range(0,1)) = 0.5

        [Space]
        [Header(Specularity)]
        _SpecularColor ("Specular Color", Color) = (1,1,1,1)
        _Specular ("Specular Amount", Range(0,1)) = 0.5
        _SpecPower ("Specular Power", Range(0,1)) = 0.15

        [Space]
        [Header(Anisotropy)]
        _AnisoDir ("Anisotropic Direction", 2D) = ""{}
    }
    SubShader {
        Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" }
        LOD 200
        Cull Off
       
        CGPROGRAM
        #pragma surface surf Anisotropic alphatest:_Cutoff addshadow fullforwardshadows
        #pragma target 3.0


        struct Input {
            float2 uv_MainTex;
            float2 uv_AnisoDir;
            float3 worldNormal; INTERNAL_DATA
        };

        struct SurfaceAnisoOutput
        {
            fixed3 Albedo;
            fixed3 Normal;
            fixed3 NormalOrig;
            fixed3 Emission;
            fixed Alpha;
        };

        sampler2D _MainTex;
        fixed4 _Color;

        float4 _SpecularColor;
        float _Specular;
        float _SpecPower;
        sampler2D _AnisoDir;
        float _AnisoOffset;

                fixed4 LightingAnisotropic(SurfaceAnisoOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
                {
                    float NdotL = 1 - abs(dot(s.Normal, lightDir));
                    fixed3 halfVector = normalize(normalize(lightDir) + normalize(viewDir));
                    fixed spec = dot(s.Normal, halfVector);
                    spec = 1 - abs(spec);
                    spec = saturate(pow(spec, _SpecPower * 128) * _Specular);

                    half specMult = 1;

                    fixed4 c;
                    c.rgb = s.Albedo * _LightColor0.rgb * atten * NdotL + _SpecularColor.rgb * spec * atten * specMult;
                    c.a = s.Alpha;

                    return c;
                }
   
        void surf (Input IN, inout SurfaceAnisoOutput o) {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                    o.Albedo = c.rgb;
                   
            o.Alpha = c.a;

            o.NormalOrig = WorldNormalVector (IN, o.Normal);

            float3 anisoTex = tex2D(_AnisoDir, IN.uv_AnisoDir);
            o.Normal = anisoTex;
            o.Normal -= 0.5f;
            o.Normal *= 2;
        }
        ENDCG

        CGPROGRAM
        #pragma surface surf Anisotropic alpha:blend fullforwardshadows
        #pragma target 3.0

        struct Input {
            float2 uv_MainTex;
            float2 uv_AnisoDir;
            float3 worldNormal; INTERNAL_DATA
        };

        struct SurfaceAnisoOutput
        {
            fixed3 Albedo;
            fixed3 Normal;
            fixed3 NormalOrig;
            fixed3 Emission;
            fixed Alpha;
        };

        sampler2D _MainTex;
        fixed4 _Color;
        fixed _Cutoff;

        float4 _SpecularColor;
        float _Specular;
        float _SpecPower;
        sampler2D _AnisoDir;
        float _AnisoOffset;

                fixed4 LightingAnisotropic(SurfaceAnisoOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
                {
                    float NdotL = 1 - abs(dot(s.Normal, lightDir));
                    fixed3 halfVector = normalize(normalize(lightDir) + normalize(viewDir));
                    fixed spec = dot(s.Normal, halfVector);
                    spec = 1 - abs(spec);
                    spec = saturate(pow(spec, _SpecPower * 128) * _Specular);

                    half specMult = 1;
                       

                    fixed4 c;
                    c.rgb = s.Albedo * _LightColor0.rgb * atten * NdotL + _SpecularColor.rgb * spec * atten * specMult;
                    c.a = s.Alpha;

                    return c;
                }

        void surf (Input IN, inout SurfaceAnisoOutput o) {

            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;

            o.NormalOrig = WorldNormalVector (IN, o.Normal);

            float3 anisoTex = tex2D(_AnisoDir, IN.uv_AnisoDir);
            o.Normal = anisoTex;
            o.Normal -= 0.5f;
            o.Normal *= 2;

            c.a = c.a / _Cutoff;
            clip(-c.a + 1);
            o.Alpha = c.a;
        }
        ENDCG


    }
    FallBack "Diffuse"
}