Is there a special flag required in shader for post proc stack AO to update with vert movement?

I have a simple grass shader that uses vert movement (world space and time based sin/cos waves) to sway the grass, but the post process stacks AO doesnt respond to that movement. It looks like there’s a dark ghost of each blade of grass locked in place, while the real glass blades sway.

I cant seem to find any other posts or anything about this issue here, on youtube, etc.

I’m running in 2018.2 and using something very similar to this old shader forge tutorial:

I’m also open to better shaders for wind blown geometry grass if you know of any.

If you’re using surface shaders try the addshadow tag.

It will “just work” if you’re using deferred rendering, however for forward rendering it’s not so simple. Post processing effects that use only depth can use the depth texture, which is generated using the shadow caster pass. Effects that use the world space normals, like SSAO, uses the camera depth normal texture which is generated by a replacement shader pass. This is a problem because there’s nothing you can do in the object’s shader. You have to make a add a custom extra vertex fragment shader pass to the built in depth normals shader.

Ah interesting. I was looking at some of Nature Manufactures foliage shaders, because they seem to be getting around this problem alright with their vert movement, but i couldnt tell what parts helping with that. I’m not quite sure how to do what you mentioned with the vert frag pass but i’ll dig into it and try to figure it out, thanks!