The baking process ("Bake high quality materials down to compatible textures") exports out a single 'Hair' material asset from the '2 Pass Hair' high quality original. Both material slots on the 'baked' prefab use that one material, which uses the RL_HairShader_2nd_Pass_Baked_URP shader:
https://forum.reallusion.com/uploads/images/8f3cbfec-d931-480c-9ea4-fbb1.png
The RL_HairShader_1st_Pass_Baked_URP shader does exist in the package so it's possible to fix the issue by creating the missing material and assigning it appropriately:
As per: https://forum.reallusion.com/532133/Auto-Setup-for-Unity-v143-Baked-Hair-Materials-are-incorrect-bug-report-and-fix
Unity 2021.3.16 URP 12.1.8 Autosetup 1.4.3
The baking process ("Bake high quality materials down to compatible textures") exports out a single 'Hair' material asset from the '2 Pass Hair' high quality original. Both material slots on the 'baked' prefab use that one material, which uses the RL_HairShader_2nd_Pass_Baked_URP shader: https://forum.reallusion.com/uploads/images/8f3cbfec-d931-480c-9ea4-fbb1.png
This results is hair that has incorrect transparency depth sorting: https://forum.reallusion.com/uploads/images/8f3cbfec-d931-480c-9ea4-fbb1.png
The RL_HairShader_1st_Pass_Baked_URP shader does exist in the package so it's possible to fix the issue by creating the missing material and assigning it appropriately:
https://forum.reallusion.com/uploads/images/6fcb13ae-db27-4d98-a54f-6c6a.png
https://forum.reallusion.com/uploads/images/9edadd9d-48fd-4323-bd6c-1d2f.png