X Tree shader

hi all!
i’ve built a shader that simply turn up the vertex normals to avoid the ugly face different color using a X tree… everithing is ok if I use a forward rendering, 'cause I can disable the ‘receive shadows’ from my 3d tree…
my guess is: now I’m using a deferred rendering path and the receive shadows is obviously disabled…
it’s possible force the shader to use the forward rendering or hack something to disable the receive shadows to certain material/shader??

thanks in advance

I did something similar recently and ran into the same problem. If you get the full shader Unity generates from Unity by going to your shader and clicking the “show generated code” button then you can just delete the generated deferred shader out of the generated file and use that as your shader. It will only be rendered in the forward rendering pass. Bit of a pain if you want to make changes later, but I was doing a bunch of other stuff that already required me to edit the generated shader so I didn’t look into it any further

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thanks @FlaxenFlash , I’m trying to set Transparency flag and seems that works right with deferred… your is a great trick!