Unity's particle system creating background for sprite - unity3d

Okay, so I've been having some trouble with this. I tried to import my own sprite (just a basic triangle) into the Unity Particle System, and it's been making a white background on my previously transparent sprite. Here's a picture of my settings.

Try changing the Texture type of your sprite from the Inspector Window.

Related

URP Lit Shader on 2D sprite delayed reaction to directional light - Unity 2021.3.11f1

So I have a HD2D Setup in Unity, meaning a 3D world containing 2D sprites (billboards). I am using URP and created a Lit Shader with the following configuration:
This Shader is attached to a material and this material is attached to my sprite. My problem is, when I rotate the global directional light, the sprite with this shader attached has sort of a delay in adjusting its darkness to the global light (in the video, the environment is bright (morning) but the sprite is still very dark in color (see next picture) and vice versa). This behavior can be seen in the video I uplaoded here:
https://www.youtube.com/watch?v=uAm71ftfy2Y
Desired outcome:
The sprite gets darker as the sun fades (similar to the white Quad that can be seen in the video scene).
Does anyone have an idea which setting I need to tweak here? Thanks for any advice.
I figured it out. For some reason, URP Pipeline was not set under Edit-->ProjectSettings-->Graphics. Once set, I was able to set [X] Will be affected by shadows in shader graph. This solved the problem

Why SpotLight passes through 3D sprite using this shader?

I'm using Unity2021.3, and this is a URP project.
There is a 3D sprite in the scene that receives and casts shadow, the material for its spriteRender uses a shader that is a simple modification of Unity URP Simple Lit, and there is a spotLight in front of the 3D sprite with shadow enabled, and there is also a directional light in the scene. The 3D sprite casts shadow on the ground due to the directional light and the spotLight, everything is correct.
But if I switch to a new shader, it seems the SpotLight passes through the 3D sprite, rendering the shadow incorrectly, if I move the SpotLight to make it far away from the 3D sprite, then it seems the shadow is correct.
Please see the attached screenshot, the top three screens are custom shader, below two are the URP Simple Lit variant.
I'm wondering what the problem is with the new shader?
Thank you so much.

My second camera does not show my particle system

I have tried to use a second camera for my speed line particle system because that particles became invisible when an object comes to near to the screen. So I have a problem now my second camera does not show anything(when I change the occlusion to the ground, it also does not show any other layers.) How can I fix that? I put my screenshots of particle system and camera settings.enter image description here
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I handled the issue using particle camera as overlay to the main camera.
It could be because of the material of the particle systems. Make sure that the shader of the material is Render Pipeline/Particles/Lit, if it is Unlit then change it to Lit.
Let me know if this does not help and why.

How to change texture of highlighted object in unity 3d?

I have a problem: how do I change part of the texture of an object which is highlighted, but only partially in the light, not all of it. Can I do this in Unity ?

How to make a sprite more opaque in Unity 3D

I am making a 2D game in Unity 3D. I have a few sprites, but they are so transparent that I can barely see them when the game is running. How can I make them more opaque?
The textures used for the sprites could be semi-transparent, the SpriteRenderer component color alpha value could be set somewhere between transparent and opaque, or the Material could have semi-transparent aspects. Try checking all 3 of these possibilities.
I have just found out that it's easier to do it with GIMP. I open the file representing the spite with GIMP. I select the parts of the sprite from witch I want to remove the transparency using the fuzzy selector (Tools->Selection->Fuzzy), I click on each of them with the right mouse button and choose Level->Tranparency-> Remove alpha channel.
That's pretty much it.