Shadow projector shader creates artifacts with "Nature-Tree Creator Bark" shader, how to solve

Hi,

I have recently come upon a severe issue with the standard “Nature-Tree Creator Bark” shader and Projector shaders. The projector one below is rather simple and i use it to project shadows from my Sky Master clouds. The problem is that it does not get the mesh of the tree barks properly when using the “Nature-Tree Creator Bark” shader. If i use diffuse shader works fine.

Is there a solution to the problem ? I can ignore layers in custom trees, but cannot do the same for terrain ones. Can i override the Unitys bark shader somehow, maybe to ignore projection ? Or solve it any other way ?

Thanks

Shader "Projector/SimpleProjectorShader_SkyMaster" {
   Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _ShadowTex ("Projected Image", 2D) = "white" {}
   }
   SubShader {
     Pass {
       Blend SrcAlpha OneMinusSrcAlpha
       CGPROGRAM

       #pragma vertex vert
       #pragma fragment frag
       #include "UnityCG.cginc"

       float4 _Color;
       uniform sampler2D _ShadowTex;

       uniform float4x4 _Projector;
 
       struct vertexOutput {
         float4 pos : POSITION;
         float4 posProj : TEXCOORD0;
       };

       vertexOutput vert(appdata_base v) {
         vertexOutput output;
         output.posProj = mul(_Projector, v.vertex);
         output.pos = mul(UNITY_MATRIX_MVP, v.vertex);
         return output;
       }

       float4 frag(vertexOutput input) : COLOR{
             
         return fixed4(0.0,0.0,0.0,0.8);
   
       }
       ENDCG
     }
   }
  // Fallback "Projector/Light"
}

Pics from a terrain and a custom (not on terrain) tree, using the same Bark shader

Bump, I kind of need a solution to this too, using the projector to make a cloud shadow on the ground