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I solved this problem for us by:


- Slightly modifying the SF source code:

Index: ShaderForge/Editor/Code/_Evaluator/SF_Evaluator.cs
===================================================================
--- 
@@ -629,6 +629,7 @@
 
  if( currentPass == PassType.Deferred ) {
  App( "#pragma multi_compile ___ UNITY_HDR_ON" );
+ App("#pragma multi_compile_prepassfinal");
  }
 
  if( LightmappedAndLit() ) {

- Enabled the "Force no custom shadow pass" in the "Experimental" tab for all the shaders