I know in Unity to use bloom in postprocessing to make it shine.
However, this is not suitable for me who wants to shine the effect as a whole because it shines.
Is this a numerical value problem?
Can you please share an example to better illustrate your question?
Bloom can be achieved by upping the emissive values in your particle emitter color.
You will need to create a material shader with emissive properties.
Ah, is it something that cannot be represented with Unity’s default material?
Look at example scene in URP project. They have bloom by default and you can use emission property in URP particle materials.