Skydome with particle

Hey guys i am working in one weather system,
but i saw one error in the shader of the rain,
when the particle is forward of the sky( skydome), her simply disappear
look one example,


note i am using,
particle/alpha blended - not modified
and standard / fade - not modified - for the sky

how i can fix this ?

thanks in advance

bump

shaders

Shader "Particles/Additive" {
Properties {
    _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
    _MainTex ("Particle Texture", 2D) = "white" {}
    _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}

Category {
    Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
    Blend SrcAlpha One
    AlphaTest Greater .01
    ColorMask RGB
    Cull Off Lighting Off ZWrite Off
   
    SubShader {
        Pass {
       
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_particles
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            sampler2D _MainTex;
            fixed4 _TintColor;
           
            struct appdata_t {
                float4 vertex : POSITION;
                fixed4 color : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f {
                float4 vertex : SV_POSITION;
                fixed4 color : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                #ifdef SOFTPARTICLES_ON
                float4 projPos : TEXCOORD2;
                #endif
            };
           
            float4 _MainTex_ST;

            v2f vert (appdata_t v)
            {
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                #ifdef SOFTPARTICLES_ON
                o.projPos = ComputeScreenPos (o.vertex);
                COMPUTE_EYEDEPTH(o.projPos.z);
                #endif
                o.color = v.color;
                o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            sampler2D_float _CameraDepthTexture;
            float _InvFade;
           
            fixed4 frag (v2f i) : SV_Target
            {
                #ifdef SOFTPARTICLES_ON
                float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
                float partZ = i.projPos.z;
                float fade = saturate (_InvFade * (sceneZ-partZ));
                i.color.a *= fade;
                #endif
               
                fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
                UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
                return col;
            }
            ENDCG 
        }
    }   
}
}
 Shader "Transparent/VertexLit with Z" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _SpecColor ("Spec Color", Color) = (1,1,1,0)
     _Emission ("Emissive Color", Color) = (0,0,0,0)
     _Shininess ("Shininess", Range (0.1, 1)) = 0.7
     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
 }
     SubShader {
         Tags {"RenderType"="Transparent" "Queue"="Transparent"}
         // Render into depth buffer only
         Pass {
             ColorMask 0
         }
         // Render normally
         Pass {
             ZWrite Off
             Blend SrcAlpha OneMinusSrcAlpha
             ColorMask RGB
             Fog {Mode Off}
             Material {
                 Diffuse [_Color]
                 Ambient [_Color]
                 Shininess [_Shininess]
                 Specular [_SpecColor]
                 Emission [_Emission]
             }
             Lighting On
             SetTexture [_MainTex] {
                 Combine texture * primary DOUBLE, texture * primary
             } 
         }
     }
 }

the second shader, set all values to white,

that you will see the bug

best regards :smile:

solved