It looks like Unity always sorts particles as if they’re transparent, which means the single pass stencil or depth method will always be a little weird. Stencil will ensure a single “layer”, but not the correct sorting. Single pass depth won’t work at all.
However you can always do the old pre pass z write method.
Shader "Particles/Z Write Pre-Pass Alpha Blend"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Cutoff ("Cutoff", Range(0,1)) = 0.5
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 100
Pass {
ColorMask 0
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
v2f vert (appdata_full v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
void frag (v2f i)
{
fixed4 col = tex2D(_MainTex, i.uv);
clip(col.a - _Cutoff);
}
ENDCG
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 color : TEXCOORD1;
UNITY_FOG_COORDS(2)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
v2f vert (appdata_full v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
clip(col.a - _Cutoff);
UNITY_APPLY_FOG(i.fogCoord, col);
col.rgb *= i.color.rgb;
col.a = i.color.a;
return col;
}
ENDCG
}
}
}