My best bet is that this one is represented by Standard Surface and mode set to Fade?
Tint goes into Albedo? Soft particle factor have 1 how does that translate, now you tick a checkbox and select near fade far fade.
Legacy particle shaders are unlit. The Particles/Standard Surface shader is lit. Use the Particle/Standard Unlit shader instead and it’ll match exactly.
A weird thing about the old particle color tint is it multiplies the color by 2x in the shader. So the legacy particle alpha shader’s “128, 128, 128, 128” is equivalent to “255, 255, 255, 255” in the Particles/Standard Unlit.*
Except when it’s not because of color space conversion. Really the legacy alpha blended particles have been weird for the last decade and produce wildly different results for gamma and linear space rendering. Though new Standard particle shaders aren’t actually any better about this.
The “128” value is in sRGB gamma space. In linear space that’s a value of about 0.21. The shader is multiplying that value by 2.0, so about 0.42. 0.42 in sRGB gamma space is about 0.67998, or 173.