Lit particles in URP?

Is there a cool secret setting I’m missing to turn on lit particles in URP? If not, are lit particles on the roadmap anytime soon?

Right not it’s just not implemented, and is on our roadmap for 2020.

In the meantime, there is still a way to sample the GI from Light probes in Unlit Outputs using a VFX Shadergraph : x.com

Thanks… that could actually be helpful for my use case. Any tricks to make them cast shadows? :smile: