Particles do not appear to be included in when using a Scene Color node in shader graph

Hello all,

I am creating a distortion effect using Shader Graph, which is applied to a sphere in my scene. I have noticed that any particles that are within the area of effect of the effect are not rendered in the effect at all. The effect is set as transparent and have disabled depth writing for the material. If I set the priority of the material to -100, the particles are rendered as expected, but are not distorted by the effect. If I set the priority to 100, the particles inside the area disappear entirely. This leads me to believe that the sampling from the Scene Color node does not include the particles, even if the effect material is rendered after them.

Any insight would be greatly appreciated

I also just tested with a shader that simply passes through the screen color and got the same results

Never mind, I was able to get it to work by added a child camera to the main camera and rendering the effect from that camera

Hey Sroebke. I’ve been dealing with a similar problem and have gotten to the point of using a second camera, rendering to texture, and feeding that into the shader. The particles are showing up on the pass through but I’m having some trouble using the render texture. It doesn’t behave the same as using the scene color node and I’m kind of new to shader stuff so I’m having trouble figuring it out. Mind giving some more details on what you did to get this to work?