Hi!
Do you know if this is possible to have particles from vfxgraph being blurred out correctly when using the DoF post processing (from the pp stack included in URP)? I tried to set the particles to opaque (alpha clip or not),and active the z write, but nothing seems to work, paricles are blurred depending on the closest opaque surface on the background.
Also on a side note: is there a way to see the actual depth buffer in the scene or game view? Or a way to debug some post process in the pp stack?
Thank you!