How to prevent ground mesh from clipping particles?

Godot Version

v4.6.stable

Question

I have a ground impact effect with things like glow, flare, etc.

The problem is that these sprites clip with the ground because part of the quad goes into the ground plane.

I know that i can use proximity fade to make clipping less harsh but that’s not what I’m going for. I want the entire quad to render on top of ground mesh.

I’ve tried moving the quad towards the camera but doing so requires moving different amounts for different camera angles and also causes the quad to incorrectly render on top of other, non-ground meshes.

What can I do to render particles on top of the ground mesh?

You could enable “No Depth Test” on the material for your particles, but that would make the particles render in front of everything. You could play around with the render priority on your ground material and particles material. If you set the priority of your floor material very low, other materials will always render in front of it, possibly allowing your particles to render in front of the floor but not other objects?

Render priority works great for particles that overlap but unfortunately doesn’t do anything in the situation I mentioned. I also tried sorting_offset but that didn’t help either.