The only likely cause I can think of is if the texture you’re using is being faded to a solid color in the import settings. I might also call out fog as a possible culprit, but it doesn’t look like there’s any enabled in your scene.
Did you ever solve this? I am having same issue with a 2019 project upgraded to 2020 LTS.
In 2019 and previous versions, I was able to eliminate the squares using Legacy/Particle/Additive and Legacy/Particle/Multiply. But now that the project is in 2020 LTS, even those legacy shaders are squares.
Perhaps turn off the mip maps on the particle texture just as a test. (it will cause other issues such as shimmering and bad performance)
if it solves the squares though, there is something wrong with the mips. such as not enough transparent pixels around the edge.
I have already disabled mipmaps and set filtering to point.
I also confirmed 100% alpha on the textures.
They only show as squares from a distance as the original post.
This is built in render pipeline with fwd rendering, and oculus integration package 50.
Per VR suggestions, I am using linear color space, and in gamma space all of these worked fine.
Mobile/Particles/Additive
Mobile/Particles/Multiply
Legacy/Particles/Additive
Legacy/Particles/Multiply
I do not have the squares when using any of the Particles/Alpha Blended.
Any other ideas?
I’m pretty sure the fog is simply broken on those old legacy shaders. I would suggest trying to use the newer “Particles/Unlit Surface” shader instead.
Thanks I will give those a try.
Set Alpha Source in the texture to From Gray Scale!