Static shadow flickering in custom v2f shader.

Hi everyone! I’m trying to implement a static shadow in my custom shader. It works, but when i’m moving/rotating a camera, shadows flickering sometimes. If I turn off/delete light source shadow working propertly.
What I’m doing wrong?

Shader "Custom/Alt_Standart_V3"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile SHADOWS_SHADOWMASK

            #include "UnityCG.cginc"
        #include "UnityShadowLibrary.cginc"
         
         

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float2 uv_1 : TEXCOORD1;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float2 uv_1 : TEXCOORD1;
                UNITY_FOG_COORDS(2)
                float4 vertex : SV_POSITION;
                float4 wldPos : TEXCOORD3;
                //UNITY_SHADOW_COORDS(4)
             
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                UNITY_INITIALIZE_OUTPUT(v2f, o);
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.wldPos = mul(unity_ObjectToWorld, v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);

                #ifndef LIGHTMAP_OFF
                o.uv_1 = v.uv_1 * unity_LightmapST.xy + unity_LightmapST.zw;
                #endif

                UNITY_TRANSFER_FOG(o,o.vertex);
                //UNITY_TRANSFER_SHADOW(o);
                
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
                #if defined (SHADOWS_SHADOWMASK)
                #ifndef LIGHTMAP_OFF
                half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv_1);
                //half shadowMaskAttenuation = UNITY_SAMPLE_TEX2D(unity_ShadowMask, i.uv_1);
                half shadowMaskAttenuation = UnitySampleBakedOcclusion(i.uv_1, i.vertex);
                half3 bakedColor = DecodeLightmap(bakedColorTex);
                col.rgb *= bakedColor;
                col.rgb *=  shadowMaskAttenuation;
             
                #endif
                #endif
             
               // apply fog
                UNITY_APPLY_FOG(i.fogCoord, col);
                return col;
            }
            ENDCG
        }
    }
}

Ok. Maybe exist another way to get baked shadows in custom shader?