when i use decal:add or decal:blend for surface Shader used in deferred lighting only(ie:exclude_path:forward),
there is no PrePassBase generated,
Does that mean they wont be ignored in _LightBuffer caculation,Just use the light sampled in _LightBuffer behind they?
and why does the genenrated vertex+fragment code(wihch has PrePassFinal only) could not work as the default surface shader
OK,the genenrated vertex+fragment code(wihch has PrePassFinal only) seems only work after you build the scene,but doesnt work in the editor