My particles are being drawn behind objects that they shouldn't be

I’ve got a donut shaped island with a lagoon in the center. The lagoon is a flat plane with a transparent diffuse shader on it. Slightly above the plane I have four colliders that roughly divide it into 4 equal pieces. Each collider has a corresponding particle system that makes a splash effect when the user clicks or taps on that area of the lagoon.

Everything works fine, except that the two particle systems furthest from the camera at any given time are drawn in the game view as if they are beneath the transparent plane, even though they are above it in my scene.

How can I ensure that my particle systems will always be drawn on top of this transparent water plane?

2 Answers

2

I fixed this by going into the shader that I was using for the particles and adding the tag “Queue”=“Transparent+1”

I’m not sure if there was a better way to do this though…

Try changing the queue of the water shader to "Queue"="AlphaTest" (instead of "Queue"="Transparent" or "Queue"="Transparent+1").

FWIW, this is used by all UT shaders with “Cutout” in the name, which should also render behind particles (but with a hard alpha-edge effect I’m assuming you don’t want).