Is it possible to have particles render on top of Unity’s Edge Detection post process outlines? Ever since we switched over to Deferred rendering they show up on top of particles, which is no good if you want a smoke grenade to obscure a player.
The edge detection post process should be rendering after opaque, before transparency using [ImageEffectOpaque]. As long as your particles are rendering during the transparency queue, everything should work. If you’re rendering your particles during the opaque queue range (0-2500) then you’ll ether need to update your particle shader to render later, or inject depth and normal information into the gbuffers used by the edge detection.
Where can I see what order things are rendering in?
Try the Frame Debugger window.