How to match lighting between Deferred Shader and Forward Shader

In the following image you can see that certain parts of my world are illuminated differently. Although both shaders are almost the same. There seems to be one major difference: One shader uses forward rendering where the other is based on deferred shading.

Do their lighting equations differ? If so, what can I do to make them match? If not, what am I doing wrong?

Here you can see the code for both shaders in use:

Forward Shader:

Shader "Custom/WorldAlpha"
{
    Properties
    {
        _Color ("Main Color", Color)          = (0.5,0.5,0.5,1)
        _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
    }

    SubShader
    {
        Tags
        {
            "Queue"           = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType"      = "Transparent"
        }

        Fog
        {
            Mode Off
        }

        LOD 200

        CGPROGRAM
        #pragma surface surf Lambert alpha nofog

        sampler2D _MainTex;
        fixed4 _Color;

        struct Input
        {
            float2 uv_MainTex;
            float4 color : COLOR;
            float3 worldNormal;
            float3 worldPos;
        };

        void surf(Input IN, inout SurfaceOutput o)
        {
            o.Albedo   = float3(0.3,.5,0.3);
            o.Alpha  = 1;
        }

        ENDCG
    }

    Fallback "Transparent/VertexLit"
}

Deferred Shader:

Shader "Custom/World"
{
    Properties
    {
        _Color ("Main Color", Color)          = (0.5,0.5,0.5,1)
        _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
        _Cutoff ("Alpha cutoff", Range(0,1))  = 0.5
    }

    SubShader
    {
        Tags
        {
            "Queue"           = "AlphaTest"
            "IgnoreProjector" = "True"
            "RenderType"      = "TransparentCutout"
        }

        Fog
        {
            Mode Off
        }

        LOD 200

        CGPROGRAM
        #pragma surface surf Lambert alphatest:_Cutoff nofog noforwardadd novertexlights nolightmap exclude_path:forward exclude_path:prepass nometa nodirlightmap nodynlightmap

        sampler2D _MainTex;
        fixed4 _Color;

        struct Input
        {
            float2 uv_MainTex;
            float4 color : COLOR;
            float3 worldNormal;
            float3 worldPos;
        };

        void surf(Input IN, inout SurfaceOutput o)
        {
            o.Albedo   = float3(0.3,.5,0.3);
            o.Alpha    = 1;
        }

        ENDCG
    }

    Fallback "Transparent/Cutout/VertexLit"
}

Bump…

Does noone know how to accomplish this? :frowning: Am I doing something wrong?