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               Question by 
               bpears · Jun 03, 2018 at 08:19 PM · 
                shadersurface shaderdeferreddeferred rendering  
              
 
              exclude_path:deferred causes see through?
Using exclude_path:deferred causes the surface shader to be see through. Using StandardSpecular lighting, and narrowed it down to just shading its diffuse color to see if it was something in the shader, and no, even with only diffuse shading it shows shading of whats behind?
I've noticed it only does this if the renderer has a reflection probe anchor. How can I fix this? 
 
                 
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