Shadows versus transparent objects

My particles are done as Transparent bucket, depth-buffer-write off quads with alpha additive blending. This works very nicely between themselves and opaque objects in the scene. Unfortunately, with shadows, shadows are drawn on top of the particles (as particles are not writing depth buffer and it seems that shadows are rendered AFTER transparent objects).



Is there a way to get something similar to Transparent bucket, just rendered AFTER the shadows are done? Obviously, I would not expect Shadow.Receive mode to work in that case for particles :slight_smile:

mhhh what if you set the shadowMode of the emitter to off?

It is off. If I put it on, then shadows are cast on top of particles (which is a huge mess). Problem is that shadow is rendered after particles and particles are not having zbuffer presence, so they are overwritten by shadow.