When you say surface shader, is it a shader with the line #pragma surface surf somewhere in it? If so, is the next word on that line Standard, StandardSpecular, BlinnPhong, Lambert, or something else? If it’s something else it’s unlikely to be compatible with deferred rendering, and thus the shader will rendered using the forward rendering path. If that line is also missing fullforwardshadows, it won’t receive shadows from point lights. You can try adding that line and see if it fixes it. Otherwise you can post the entire #pragma surface line here.