rendering one particleEmitter over another particleEmitter?

hi guys!

i am making some fire FX and i want the fire particle effect to always render over the smoke particle effect is there someway to make it so that one object get rendered over another?

thanks!

bump started a bounty...

You can define the rendering order in the shaders. Your particle shaders will probably contain the line

Tags { "Queue"="Transparent" }

If you change this to

Tags { "Queue"="Transparent+1" }

It will be rendered before any other transparent shader. You can hard-code a rendering order in your shaders this way, so that your fire shader always renders in front of other particle shader. Note that this may have unintended consequences, as it also causes the shader to render in top of any other transparent geometry.

(Edited: Fixed sign error)

As its 2d you could get place the fire above the oil and give the oil only 2d movement

ok thanks!

the reason i am commenting back in a answer is because its to long for a comment...

anyway here is the edited particles additive shader:

Shader "Particles/Additive-new" {
Properties {
    _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
    _MainTex ("Particle Texture", 2D) = "white" {}
    _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}

Category {
    Tags { "Queue"="Transparent-1" "IgnoreProjector"="True" "RenderType"="Transparent" }
    Blend SrcAlpha One
    AlphaTest Greater .01
    ColorMask RGB
    Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
    BindChannels {
        Bind "Color", color
        Bind "Vertex", vertex
        Bind "TexCoord", texcoord
    }

    // ---- Fragment program cards
    SubShader {
        Pass {

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_particles

            #include "UnityCG.cginc"

            sampler2D _MainTex;
            float4 _TintColor;

            struct appdata_t {
                float4 vertex : POSITION;
                float4 color : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f {
                float4 vertex : POSITION;
                float4 color : COLOR;
                float2 texcoord : TEXCOORD0;
                #ifdef SOFTPARTICLES_ON
                float4 projPos : TEXCOORD1;
                #endif
            };

            float4 _MainTex_ST;

            v2f vert (appdata_t v)
            {
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                #ifdef SOFTPARTICLES_ON
                o.projPos = ComputeScreenPos (o.vertex);
                COMPUTE_EYEDEPTH(o.projPos.z);
                #endif
                o.color = v.color;
                o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
                return o;
            }

            sampler2D _CameraDepthTexture;
            float _InvFade;

            half4 frag (v2f i) : COLOR
            {
                #ifdef SOFTPARTICLES_ON
                float sceneZ = LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)).r);
                float partZ = i.projPos.z;
                float fade = saturate (_InvFade * (sceneZ-partZ));
                i.color.a *= fade;
                #endif

                return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
            }
            ENDCG 
        }
    }   

    // ---- Dual texture cards
    SubShader {
        Pass {
            SetTexture [_MainTex] {
                constantColor [_TintColor]
                combine constant * primary
            }
            SetTexture [_MainTex] {
                combine texture * previous DOUBLE
            }
        }
    }

    // ---- Single texture cards (does not do color tint)
    SubShader {
        Pass {
            SetTexture [_MainTex] {
                combine texture * primary
            }
        }
    }
}
}

and the smoke still renders over the fire sometimes :(

any ideas?

thanks