When migrating a project from the legacy (Built-in) pipeline to the URP (Universal Render Pipeline), particles (effects) are most likely to be the first to break.

Specific solution

This is the complete "correct setting" for particle materials in URP.

1. Change the shader to URP only.

Select the following from the material's Shader pull-down.

Universal Render Pipeline ➔ Particles ➔ Unlit

2. Adjust Surface Options

  • Surface Type: Change to Transparent (translucent)
  • Blending Mode: Select according to the effect you want to express (Alpha / Additive)
Conceptual diagram of Opaque and Transparent drawing order and depth buffer control in Unity URP translucent rendering

Figure 1: Opaque -> Transparent drawing order and Depth Write Off mechanism in translucent drawing queue (Transparent)