I'm attempting to create a particle system for a sphere of stars, similar to the one found in this tutorial here: The main difference is that I'm using VFX Graph instead of a simple particle system. I'm outputting quads with a custom transparent unlit shader graph. In the tutorial, to get the stars to render behind everything else, he gets the ParticleSystemRenderer and sets the renderQueue of the sharedMaterial to RenderQueue.Background (at around 4:35). What's the analog for VFX Graph? Simply put, how do I make a VFX graph render before (and thus behind) everything else?