Making particles the only render on a camera?

Hi everyone,
Im trying to make code that will make everything disappear from the camera, like changing the culling to nothing, but still keep particle effects alone. My code so far changes the culling of the camera, and instantiates particle systems where I want them. However, in the code, the camera cannot see the particles.

#pragma strict

var activated = false;
var everythingCullingMask : LayerMask = -1;
var someStuffCullingMask : LayerMask = (1 << 8);
var MarkedLoc : GameObject;

function Update () {
	if(Input.GetKeyDown(KeyCode.T)) {
		if(activated) {
			activated = false;
			Invoke("BackOn", 0.0f);
		} else {
			activated = true;
		}
	}
	
	
	if(activated) {
		Camera.main.cullingMask = someStuffCullingMask;
		var close : GameObject[];
		close = GameObject.FindGameObjectsWithTag("Mob");
		for(var mob : GameObject in close) {
			var distance = Vector3.Distance(mob.transform.position, transform.position);
            if (distance < 100) { 
                Instantiate(MarkedLoc, mob.transform.position, mob.transform.rotation);
            } 
		}
		var delete : GameObject[];
		delete = GameObject.FindGameObjectsWithTag("Marker");
		for(var del : GameObject in delete) {
			Destroy(del, 1);
		}
	}
	if(Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.D)) {
		activated = false;
		Invoke("BackOn", 0.0f);
	}
}
 
function BackOn() {
    Camera.main.cullingMask = everythingCullingMask;
}

Thanks

Don’t you want to keep culling the layer that the particle system is on?