I have a shader that makes use of Clip() to not draw pixels depending on various things. This works just fine in Builtin and URP if in deferred mode but in Forward mode for some reason it is not clearing the screen or something. I have Alpha Clipping enabled on the shader graph and Surface Type set to Opaque.
The shader line that does the clipping is:
float4 hole = SAMPLE_TEXTURE2D(_ImpactTex, sampler_ImpactTex, tileuv + uv);
clip(hole.a - _ImpactCutoff);
Here is a video showing the shader working in deferred in the first half and then switched to forward. Anyone have any ideas as to what is missing or what setting needs changing to get this work correctly in both rendering modes?