DrawMesh in deferred behaving oddly

Good afternoon, I am currently struggling to get DrawMesh from a CommandBuffer to behave properly.
I just started with a super simple component, just grabbing a mesh, a material and calling DrawMesh bound to the afterGBuffer. The result I get is this:

The material used is the red material, the red sphere is rendered normally by unity, the white one is the result I get. (I can get it to cast and receive shadows if I bind the commands to the lights, that is not an issue).
The weird thing is that I can see the albedo value properly written in the GBuffer:

Also, the normals get in nicely, only the 4th buffer is a bit weird, the sphere is fully white, by investigating that buffer it looks like is a float16 RGBA, that made me think maybe had to do with HDR. Indeed if I go and disable HDR I get the following result:

Now the shading is getting done but is much darker for some reason. Does anyone know what is going on here? I am currently running on 2018.2.f1 but I got it to reproduce on 2017.
I kinda have the feeling that maybe I am doing something stupid and missing a detail?
Any advice is more than welcome, dummy project is attached to the thread.

Here the raw code of the component:

public class customDraw : MonoBehaviour {

    public GameObject m_object;
    public Material m_mat;
    private Mesh m_mesh;
    private CommandBuffer cmd;
    void Start () {
        m_mesh = m_object.GetComponent<MeshFilter>().mesh;
        cmd = new CommandBuffer();
        cmd.name = "customRender";
    }
  
    // Update is called once per frame
    void Update() {
        var cam = Camera.main;
        cam.RemoveCommandBuffer(CameraEvent.AfterGBuffer,cmd);
        cmd.Clear();
        int idx =m_mat.FindPass("Deferred");
        cmd.DrawMesh(m_mesh, m_object.transform.localToWorldMatrix, m_mat,0,idx);
        cam.AddCommandBuffer(CameraEvent.AfterGBuffer, cmd);
      
    }
}

PS: Forgot to mention that the very same DrawMesh works no problem if triggered from Graphics.DrawMesh.

3569658–287868–dummy.zip (253 KB)

Anyone?

This might not help at all, just a random guess, try adding the buffer at .BeforeReflections instead of .AfterGBuffer.

Thank you for the reply, If I add it to the “BeforeReflections” it won’t render at all. As of now It seems like the “dark” color is due to the fact that enviroment lighting seems not to be applied, I am trying to investigate why. Still weird that if HDR is on, the object just goes full white.