Grabpass make depth buffer lost in iOS with MSAA

I add the grabpass in water shader, it works fine in editor. But in iOS, the z-test is wrong for any pass behind the grabpass, the result looks like water behind mountain become front. When I disabled the MSAA, it works fine again.

env:
unity 2017.3.1p4
iphone se, ios 11.2.5, metal

I found this issue is similar to my case, but this issue fixed in preview for 2 years, still not release, any one knows what happed?

Same issue with my project.

I have the same problem

When I use GrabPass, Z order does not work in IOS. Does anyone know how to solve it?

i have the some promble,
and use commandBuffer.bilt after opaqud will caused this problem

I have the same problem

I have the same problem, too.

Last year in my project,I found grabpass+iOS+MSAA = rendering errors.I had to remove grabpass cuz MSAA seems more important then.

After one year,I would like to know is it solved on build 2017.4.26 and later version?

Anyone still following this issue?

I came into the same problem. 2018.1.6. Has anybody found out how to solve this ?