surface shader with displaced vertexes, how to make them cast shadows?

hello shader people
i have a surface shader that uses several “dirty passes” .
some passes uses vertex displacement and alpha cutout .
the problem, known, is that the displaced vertexes don’t cast shadows on the original surface.
is there a way to do it ?

thanks for your help

what i am trying to achieve is use a hull to put some vegetation on a rock, i’d like this hull to cast shadows on the rock :slight_smile:

should i add a subshader ?

i found a bit of explanation by @Farfarer here

my shader uses a procedural vegetation so, there is no _MainTex …
is there a workaround for that ?