Transparency will render under reflective surface
Hi! I tried to use the reflection shader on a flat surface, and it worked well, but as soon as I popped some particles on top of it they were rendered behind the reflective surface. Is there any way to fix that? Thanks!
Unity 219.4.16f1 (LTS)

Maybe it's because of this?

yes, you need to edit the draw timing of the reflective surface
I tried BeforeRenderingTransparents and it worked well!
I went a bit too fast here, the result is quite different when using BeforeRenderingTransparents.
AfterRenderingTransparents:

BeforeRenderingTransparents:

Edit: I also tried all the other modes, but none worked as expected. Is this even possible? That's a huge problem for the game I want to use it.
Any idea @ColinLeung-NiloCat ?
@cAyou
SSPR requires DepthTexture(Copy Depth , Event : AfterRenderingSkybox) and OpaqueTexture(Copy Color, Event : BeforeRenderingTransparents). When you set SSPR event to BeforeRenderingTransparents, the pass will execute before copy color, which leads to the black result.
You must make sure the copy color pass has been executed before SSPR pass. The easier way is to set the copy color pass execute in AfterRenderingSkybox.
