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Question by SrBilyon · Jan 22, 2013 at 02:36 AM · shaderrendershurikendepth

Render particles on top of all objects.

I'm trying to emit particles that are using a the Particles/Additive(Soft) shader on mobile to emit in front of all other object.

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Answer by SrBilyon · Jan 22, 2013 at 04:49 AM

Found out how to do it. I downloaded the builtin shaders, and added this right underneath the tags: ZTest Always

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avatar image Ignacii · May 09, 2018 at 07:36 PM 0
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Not working when Directional Light is in the scene.. https://forum.unity.com/threads/queue-overlay-1000-not-working-with-light-into-scene.313549/

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Answer by Sjonsson · Dec 27, 2017 at 06:13 PM

For those who quite didn't figure this out, here's an example of an Alpha Blended Foreground shader: Also, here's a download link to the Built In Shaders: https://unity3d.com/get-unity/download/archive

 // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
 
 Shader "Particles/Alpha Blended Foreground" {
 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" "PreviewType"="Plane" }
     ZTest Always
     Blend SrcAlpha OneMinusSrcAlpha
     ColorMask RGB
     Cull Off Lighting Off ZWrite Off
 
     SubShader {
         Pass {
 
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma target 2.0
             #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;
                 UNITY_VERTEX_INPUT_INSTANCE_ID
             };
 
             struct v2f {
                 float4 vertex : SV_POSITION;
                 fixed4 color : COLOR;
                 float2 texcoord : TEXCOORD0;
                 UNITY_FOG_COORDS(1)
                 #ifdef SOFTPARTICLES_ON
                 float4 projPos : TEXCOORD2;
                 #endif
                 UNITY_VERTEX_OUTPUT_STEREO
             };
 
             float4 _MainTex_ST;
 
             v2f vert (appdata_t v)
             {
                 v2f o;
                 UNITY_SETUP_INSTANCE_ID(v);
                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 #ifdef SOFTPARTICLES_ON
                 o.projPos = ComputeScreenPos (o.vertex);
                 COMPUTE_EYEDEPTH(o.projPos.z);
                 #endif
                 o.color = v.color * _TintColor;
                 o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
                 UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;
             }
 
             UNITY_DECLARE_DEPTH_TEXTURE(_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 * tex2D(_MainTex, i.texcoord);
                 UNITY_APPLY_FOG(i.fogCoord, col);
                 return col;
             }
             ENDCG
         }
     }
 }
 }

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