Soft Particles (depth blend) shader graph network? Attempt attached

Hi everyone, so I’m trying to come up with a simple way to enable Depth Blending (soft particles) for some of my FX shaders but the effect isn’t exactly what I’m expecting, maybe I’m doing something wrong? Please see my current setup below:

My opacity flow is then multiplied by this, of course, but the result is unexpected… It appears as though it’s view-dependent, somehow.

dBlend

Just from looking at my network, is anyone able to spot something that might be totally off the mark? Thanks in advance

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