Alpha Blended Partiles Flickering

I'm wondering if there is an solution for alpha blended particles flickering when I have 2 emitters overlapping.

I require 2 emitters because I need 2 separate textures, and the additive particle materials make the particles wash out!

Any thoughts?

Thanks for your time!

You're describing Z-fighting. Add an Offset to the shader used for one of the particle emitters. Just copy the entire shader, and add the single line of code needed for offset. Offset -1, -1 will make the particles render in front, and Offset 1, 1 will make them render behind.

Shader "Particles/Alpha Blended" {
Properties {
    _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
    _MainTex ("Particle Texture", 2D) = "white" {}
    _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}

Category {
    Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
    Offset -1, -1 // This line could be here, or anywhere else before "SubShader".
    Blend SrcAlpha OneMinusSrcAlpha
    // ...

http://unity3d.com/support/documentation/Components/SL-CullAndDepth.html

http://www.youtube.com/watch?v=MlLvQxZv3h4