Shader with 2 surface pass doesn`t work on deferred render

I have shader with 2 passes. Both passes surface shaders. Second pass have alpha:fade. All work fine on Forward render, but second pass doesn`t work on Deferred render.

Shader "HD/Terrain/Terrain 2 Pass"
{
	Properties
	{
...
	}

	SubShader
	{
		Tags{ "RenderType" = "Opaque" }
		LOD 200

		CGPROGRAM
		#pragma surface surf Standard fullforwardshadows vertex:vert tessellate:tesselationDistance
		#pragma target 4.0
		#include "Tessellation.cginc"

		...

		ENDCG

		Offset -10, -10

		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows  vertex:vert tessellate:tesselationDistance alpha:fade
		#pragma target 4.0
		#include "Tessellation.cginc"

		...

		ENDCG
	}
}

Solved by removing alpha:fade from second pass and adding decal:blend

And render tags for second pass is:
Tags { “RenderType” = “Opaque” “Queue” = “Geometry+1” “ForceNoShadowCasting” = “True” }