by Amplify_Borba » Fri Sep 21, 2018 11:01 am
Unfortunately, in this particular situation I believe that you'll have to use Forward rendering and the Grab Screen Color & Position nodes in order to achieve the desired effect, also due to the fact that we are unable support Deferred rendering in Custom Lighting, which is a limitation on our side.
When using Deferred, the information of the object is allocated to the G-Buffers, and the illumination is only calculated in the end, so there's no way to completely capture the information of what's behind an object. You could possibly try to capture a render texture manually and pass it to the shader, but you'd end up having the same issues as if you were using the grab pass.
If possible, could you please elaborate on the restrictions which require you to use Deferred in your project, so that we may try to help you tackle this situation?