shaders for urp

Hi, I am doing a tutorial where we had to rewrite a shader. I checked a thousand times but I think I did the same thing he did. I am wondering if maybe I need to do something different with URP? Any help would be greatly appreciated because I dont know anything at all about them.

Shader “Custom/LeafShader”
{
Properties
{
_Color (“Color”, Color) = (1,1,1,1)
_MainTex (“Albedo (RGB)”, 2D) = “white” {}

}
SubShader
{
    Tags { "RenderType"="TransparentCutout" }
    Cull off
   

    CGPROGRAM
   
    #pragma surface surf Lambert addshadow

    // Use shader model 3.0 target, to get nicer looking lighting
    #pragma target 3.0

    sampler2D _MainTex;

    struct Input
    {
        float2 uv_MainTex;
    };

    
    fixed4 _Color;

    // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
    // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
    // #pragma instancing_options assumeuniformscaling
    UNITY_INSTANCING_BUFFER_START(Props)
        // put more per-instance properties here
    UNITY_INSTANCING_BUFFER_END(Props)

    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;
        clip(o.Alpha-0.5);
    }
    ENDCG
}
FallBack "Diffuse"

}

this worked fine for me, on the old built-in render pipeline. Look at this doc to learn how shaders are different for URP
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@8.2/manual/writing-shaders-urp-basic-unlit-structure.html