Camera.SetReplacementShader() not working with my shader.

I dont understand sometime it worked, sometime not. It worked with simple shader when i call like that:

MyCamera.SetReplacementShader(MyShader, "");

Here my simple shader:

Shader "MyShader/SurfaceSimple"
{
  Properties
  {

  }
   SubShader
   {
     Tags
    {
        "RenderType" = "Opaque" "Queue" = "Transparent" 
    }
     Blend OneMinusDstColor One
     ZTest Always
     Cull Off
     LOD 200

     CGPROGRAM
     #pragma surface surf Lambert

     struct Input
    {
       float2 uv_MainTex;
     };

     void surf (Input IN, inout SurfaceOutput o)
    {
       o.Albedo.rgb = (0.1);
       o.Emission.b = (0.1);
       o.Alpha = 1;
     }
     ENDCG
   }
   FallBack "Diffuse"
}

And it not work with this shader(from my art team exported from Forge Shader tool):

// Shader created with Shader Forge v1.38
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:4013,x:33057,y:32698,varname:node_4013,prsc:2|diff-4518-OUT,emission-2954-RGB,transm-2871-OUT,alpha-1304-A,clip-2954-A;n:type:ShaderForge.SFN_Color,id:1304,x:32480,y:32751,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Tex2d,id:2954,x:32464,y:33077,ptovrint:False,ptlb:UVs_Tex,ptin:_UVs_Tex,varname:_UVs_Tex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:4518,x:32784,y:32530,varname:node_4518,prsc:2|A-1304-RGB,B-2954-RGB;n:type:ShaderForge.SFN_Fresnel,id:2871,x:32834,y:33142,varname:node_2871,prsc:2|NRM-1304-RGB;proporder:1304-2954;pass:END;sub:END;*/

Shader "Shader Forge/transparent_1" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
        _UVs_Tex ("UVs_Tex", 2D) = "white" {}
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader {
        Tags {
            "IgnoreProjector"="True"
            "Queue"="Transparent"
            "RenderType"="Transparent"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Blend SrcAlpha OneMinusSrcAlpha
            ZWrite Off
         
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles
            #pragma target 3.0
            uniform float4 _LightColor0;
            uniform float4 _Color;
            uniform sampler2D _UVs_Tex; uniform float4 _UVs_Tex_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                UNITY_FOG_COORDS(3)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;
                float4 _UVs_Tex_var = tex2D(_UVs_Tex,TRANSFORM_TEX(i.uv0, _UVs_Tex));
                clip(_UVs_Tex_var.a - 0.5);
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                float3 lightColor = _LightColor0.rgb;
////// Lighting:
                float attenuation = 1;
                float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
                float NdotL = dot( normalDirection, lightDirection );
                float3 forwardLight = max(0.0, NdotL );
                float node_2871 = (1.0-max(0,dot(_Color.rgb, viewDirection)));
                float3 backLight = max(0.0, -NdotL ) * float3(node_2871,node_2871,node_2871);
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                float3 directDiffuse = (forwardLight+backLight) * attenColor;
                float3 indirectDiffuse = float3(0,0,0);
                indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
                float3 diffuseColor = (_Color.rgb*_UVs_Tex_var.rgb);
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
                float3 emissive = _UVs_Tex_var.rgb;
/// Final Color:
                float3 finalColor = diffuse + emissive;
                fixed4 finalRGBA = fixed4(finalColor,_Color.a);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "FORWARD_DELTA"
            Tags {
                "LightMode"="ForwardAdd"
            }
            Blend One One
            ZWrite Off
         
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #pragma multi_compile_fwdadd
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles
            #pragma target 3.0
            uniform float4 _LightColor0;
            uniform float4 _Color;
            uniform sampler2D _UVs_Tex; uniform float4 _UVs_Tex_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                LIGHTING_COORDS(3,4)
                UNITY_FOG_COORDS(5)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;
                float4 _UVs_Tex_var = tex2D(_UVs_Tex,TRANSFORM_TEX(i.uv0, _UVs_Tex));
                clip(_UVs_Tex_var.a - 0.5);
                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
                float3 lightColor = _LightColor0.rgb;
////// Lighting:
                UNITY_LIGHT_ATTENUATION(attenuation,i, i.posWorld.xyz);
                float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
                float NdotL = dot( normalDirection, lightDirection );
                float3 forwardLight = max(0.0, NdotL );
                float node_2871 = (1.0-max(0,dot(_Color.rgb, viewDirection)));
                float3 backLight = max(0.0, -NdotL ) * float3(node_2871,node_2871,node_2871);
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                float3 directDiffuse = (forwardLight+backLight) * attenColor;
                float3 diffuseColor = (_Color.rgb*_UVs_Tex_var.rgb);
                float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse;
                fixed4 finalRGBA = fixed4(finalColor * _Color.a,0);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "ShadowCaster"
            Tags {
                "LightMode"="ShadowCaster"
            }
            Offset 1, 1
            Cull Back
         
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles
            #pragma target 3.0
            uniform sampler2D _UVs_Tex; uniform float4 _UVs_Tex_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                V2F_SHADOW_CASTER;
                float2 uv0 : TEXCOORD1;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.pos = UnityObjectToClipPos( v.vertex );
                TRANSFER_SHADOW_CASTER(o)
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                float4 _UVs_Tex_var = tex2D(_UVs_Tex,TRANSFORM_TEX(i.uv0, _UVs_Tex));
                clip(_UVs_Tex_var.a - 0.5);
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    //CustomEditor "ShaderForgeMaterialInspector"
}

Someone can tell me why?

Anyone can help?

Up…