Surface Shader vertex displacement, shadows not moving

I’ve got a surface shader where the vertices are slightly moving over time but somehow the shadows aren’t changing correctly according to the new vertex positions. I thought about a custom shadow pass where i also displace the vertices but how would i do that with a surface shader?

Shader "Custom/leaf" {
	Properties{
		_Color("Color", Color) = (1,1,1,1)
		_MainTex("Albedo (RGB)", 2D) = "white" {}
		_Glossiness("Smoothness", Range(0,1)) = 0.5
		_Metallic("Metallic", Range(0,1)) = 0.0
	}
	
	SubShader {
		Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
		LOD 200
		//Blend SrcAlpha OneMinusSrcAlpha
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard vertex:vert alpha:fade

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

		void vert(inout appdata_full v) {
			float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
			float m = sin(_Time.z * 2 + worldPos.x + worldPos.y + worldPos.z);
			v.vertex.y += m * v.texcoord.x*0.02;
			v.vertex.xz += m * worldPos.y*0.001;
		}

		sampler2D _MainTex;
		half _Glossiness;
		half _Metallic;
		fixed4 _Color;

		struct Input {
			float2 uv_MainTex;
		};

		void surf(Input IN, inout SurfaceOutputStandard o) {
			fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = c.a;
		}

	ENDCG
	}
	
	Fallback "Transparent/Cutout/Diffuse"
}

any answer for this?

alpha:fade seems to stop vertex displacement working