Quick answer: Assign URP/Particles/Unlit (or HDRP equivalent) to Trail Material in the Renderer module, not just the main Material.
A rocket trail particle effect renders correctly in editor but trails disappear in URP build. Particles main material is URP-compatible; trail material is still Built-in/Particles/Standard.
Why Trail Material Is Separate
Particle systems can use one material for the particle quads and another for trails (continuous ribbons connecting particles). Both need explicit shaders. Default fills with Built-in shader regardless of project pipeline.
The Fix
Particle System → Renderer module:
- Material: URP/Particles/Unlit (or your custom URP shader graph).
- Trail Material: URP/Particles/Unlit too (set explicitly).
Set both. The trail will then render in URP/HDRP builds.
Common Pitfall: Sample Asset
Importing sample particles from older asset packs ships Built-in shaders. Right-click materials in Project → Edit; change Shader to URP equivalent. Some shaders auto-upgrade via Window → Rendering → Render Pipeline Converter.
Trail Settings Inside Particle System
Enable the Trails module (top of Particle System Inspector). Configure:
- Mode: Particles (one trail per particle) or Ribbon (one trail across all).
- Lifetime: how long trail persists.
- Width Over Trail: tapers the ribbon.
Without Trails module enabled, no trail renders even with material set.
Verifying
Play in editor. Trail visible. Build for target platform; trail still visible. No pink fallback. Frame Debugger confirms trail draw call exists and uses correct material.
“Trail Material is a separate slot. SRP pipelines need both filled with pipeline-specific shaders.”
For HDR effects (glowing trails), use Particles/Lit with Emission tinted — sells the energy beam aesthetic far better than Unlit.