Transparent and Depth of Field approach?

I wanted to try and do a work around for rendering a transparent sheet that would work with the Depth of Field post effect in the built in pipeline. So I did a simple depth only shader and set the render queue to happen after solid geom but before transparent and it uses the offset option in the shader to render the depth a little bit further from the camera, and then a second material to to actually render the transparent sheet using the standard transparent shader. But this is not working, has anyone else tried anything else to get a transparent object to work with depth of field?

Below is the simple depth only shader I am using in case I have missed something that someone might spot.

Shader "Depth Only"
{
    SubShader
    {
        // Render the depth after regular geometry, but before transparent things.
        Tags { "RenderType"="Opaque" "Queue"="Geometry+10" }
       
        // Don't draw in the RGBA channels; just the depth buffer
        ColorMask 0
        ZWrite On
        Offset 0.5, 1
         
        Pass
        {}
    }
}

Bgolus’ answer here has the issue explained

The DoF is using the shadow pass, so the shader needs a shadow caster pass and should be in or below AlphaTest - your example is, so should be fine.
A simple way to copy in a shadow caster pass is to add

Fallback "Mobile/VertexLit"

At the end of the shader.

More great info from the BGolus here