Hey guys! I am currently trying to learn how to do awesome fire VFX with fluid sims and use them in Unity! For that occasion I had a look at the unity particle samples since they had really cool looking fire vfx ready to to be dissected. So, I created my fire flipbook and just edited the existing sample a little bit to match my texture. The result looks really good in my opinion and I am very happy with it. My fire in the SRP setup: https://imgur.com/a/iwQNMpP Now, I noticed that the render pipeline in the settings is set to SRP and the shader is a default shader: https://imgur.com/a/TKsgauD (Notice the blend options) But, the projects I am usually doing VFX for use either URP or HDRP. So, I was trying to understand the logic behind the shader and do something similar, but I am failing at it in a spectacular fashion. My attempt looks nothing like the one I am trying to get and that's the point where I realized I need to ask for help on this. The shader in HDRP loses a lot of the details in the color and it makes the whole effect look a lot cheaper compared to the SRP one. My fire in the HDRP-Setup: https://imgur.com/a/bAfj1kr And here's the shader I created in Shader Graph: https://i.imgur.com/zZMKbLq.png I tried using different blend modes and different "Blend Opacity"s plus various amounts of bloom, but the material always loses a lot of the beautiful details from the fluid sim, it's a shame! How can I get closer or hopefully the same result as in the SRP-Pipeline? Is it possible with Shader Graph? I hope some of you wizards can shine some light on this for me cheers!