Unity particle distance problem with post processing stack

Hi All,
Has anyone encountered this issue? I’m using depth of field from the post processing stack in Unity 2017.1.0f3 and it works great, except for particles. Depth of field seems to ignore particle distance in the world. In the attached image you can see the black and red mesh particles are clear at the bottom but get fuzzy even though they are all the same distance from the camera.

I think @richardkettlewell may be able to authoritatively explain because he is working on a new standard particle shader. If memory serves, there are workarounds we can use?

For this particular situation, I would recommend cutout not transparent. This will also fix the particle shadows if you choose to enable them.

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Awesome! Changing it off transparent definitely helped.

Transparent objects do not write to the depth buffer.
Our depth of field post-effects rely on using depth information to decide on how in/out-of focus everything is.

So to get Depth of Field, you must use opaque or cut-out.

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@richardkettlewell @hippocoder

Sorry just to be clear, we should be using the Standard Unity shader with the Rendering mode set to Cutout, right?

It works in regards to the depth of field problem, but I can’t seem to use the particle system’s “Color Over Lifetime” option now. Do you have any suggestions?

Thanks!

3739666--310399--Screenshot - 10_1_2018 , 3_11_12 PM.png

No, use Particles/Standard Unlit (or Surface)

Oohhhh! Ok its good now. Thank you!