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Question by DmitryHalyak · Jul 12, 2018 at 06:33 PM · deferred rendering

Shader with 2 surface pass doesn`t work on deferred render

I have shader with 2 passes. Both passes surface shaders. Second pass have alpha:fade. All work fine on Forward render, but second pass doesn`t work on Deferred render.

 Shader "HD/Terrain/Terrain 2 Pass"
 {
     Properties
     {
 ...
     }
 
     SubShader
     {
         Tags{ "RenderType" = "Opaque" }
         LOD 200
 
         CGPROGRAM
         #pragma surface surf Standard fullforwardshadows vertex:vert tessellate:tesselationDistance
         #pragma target 4.0
         #include "Tessellation.cginc"
 
         ...
 
         ENDCG
 
         Offset -10, -10
 
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard fullforwardshadows  vertex:vert tessellate:tesselationDistance alpha:fade
         #pragma target 4.0
         #include "Tessellation.cginc"
 
         ...
 
         ENDCG
     }
 }


alt text

shader.jpg (459.3 kB)
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Answer by DmitryHalyak · Jul 13, 2018 at 05:33 AM

Solved by removing alpha:fade from second pass and adding decal:blend

And render tags for second pass is: Tags { "RenderType" = "Opaque" "Queue" = "Geometry+1" "ForceNoShadowCasting" = "True" }

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