// In case of deferred renderer, we can have forward opaque material. These materials need to be render in the depth buffer to correctly build the light list.
// And they will tag the stencil to not be lit during the deferred lighting pass.
using(newProfilingSample(cmd,m_DbufferManager.EnableDBUffer?"Depth Prepass (deferred) force by DBuffer":"Depth Prepass (deferred)",CustomSamplerId.DepthPrepass.GetSampler()))
{
cmd.DisableShaderKeyword("WRITE_NORMAL_BUFFER");// Note: This only disable the output of normal buffer for Lit shader, not the other shader that don't use multicompile