Shader Keyword not working?

I have this code:

Shader "Custom/KeywordColorChanger"
{
    Properties
    {
        [Toggle] _Test ("test", Float) = 0
    }
    SubShader
    {
        Tags { "RenderType" = "Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma shader_feature_local _Test

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
            };


            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col;
                col = fixed4(0, 1, 0, 1);
                #if _Test
                    // If the _COLOR_KEYWORD_RED is enabled, use red.
                    col = fixed4(1, 0, 0, 1);
                #endif
                

                return col;
            }
            ENDCG
        }
    }
}

and the idea of how this will work is that I can turn _Test on/off from the material inspector.
but the way it is behaving is just that it is always green no matter the toggle value, as in the $if block just isn’t there?
Is there something I misunderstood about shader variants/keywords?

Shader "Custom/KeywordColorChanger"
{
    Properties
    {
        [Toggle(_Test_ON)] _Test ("test", Float) = 0
    }
    SubShader
    {
        Tags { "RenderType" = "Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma shader_feature_local _Test_ON

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
            };


            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col;                
                col = fixed4(0, 1, 0, 1);
                #if _Test_ON
                    // If the _COLOR_KEYWORD_RED is enabled, use red.
                    col = fixed4(1, 0, 0, 1);
                #endif
                

                return col;
            }
            ENDCG
        }
    }
}

code needed to look like this instead