Render ParticleSystem with trails to CommandBuffer

I can render a Unity particle system without trails to a command buffer easily using:

CommandBuffer.DrawRenderer(particleRenderer, particleRenderer.material);

But if I have trails and I follow it up with:

CommandBuffer.DrawRenderer(particleRenderer, particleRenderer.trailMaterial);

The trails look completely wrong. Is it possible to render the trails properly to a command buffer? Or is this a black box hidden away in the Unity code?

Old question, but still pops up in search results. To draw a particle system’s trail, you have to render the 2nd submesh, instead of the first: CommandBuffer.DrawRenderer(particleRenderer, particleRenderer.trailMaterial, 1);