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
}
}