I want a particle system to render behind a sprite… but can’t achieve it!.. I have the Z position set behind the sprite and also the sorting layer set behind… but still can’t get this to work… and help or ideas?
Screen shots attached…
I want a particle system to render behind a sprite… but can’t achieve it!.. I have the Z position set behind the sprite and also the sorting layer set behind… but still can’t get this to work… and help or ideas?
Screen shots attached…
At a guess this could be the render queue of the particle shader you’re using - perhaps create a new shader (copy the original) and change the render queue to be rendered in the right queue.
Just a guess.
This is the shader in its current form:
Shader"CFX/AlphaBlended + Additive (BaseColor)"
{
Properties
{
_BaseColor (“BaseColor”, Color) = (0.5,0.5,0.5,0.5)
_TintColor (“TintColor”, Color) = (0.5,0.5,0.5,0.5)
_MainTex (“ParticleTexture”, 2D) = “white” {}
_InvFade (“SoftParticlesFactor”, Range(0.01,3.0)) = 1.0
}
Category
{
Tags { “Queue”=“Transparent”“IgnoreProjector”=“True”“RenderType”=“Transparent” }
ColorMaskRGB
CullOff
LightingOff
ZWriteOff
Fog { Color (0,0,0,0) }
SubShader
{
UsePass"Hidden/CFX/Particles/ALPHA_BLENDED"
UsePass"Hidden/CFX/Particles/ADDITIVE"
}
}
}
Try changing Queue to “Geometry”
See: Unity - Manual: ShaderLab: assigning tags to a SubShader
Perfect! That worked!
Many thanks larku ![]()