Quick answer: Enable the camera depth texture, use a particle shader with soft particles / depth fade, and set a non-zero fade distance so edges feather against geometry.
Soft particles feather their alpha by comparing scene depth to particle depth. Without a depth texture or a fade factor, that comparison cannot happen and edges stay sharp. Here is how.
How to fix it
1. Generate the depth texture
Set the camera's depthTextureMode to include Depth (or enable the Depth Texture in your render pipeline asset). Soft particles read this to know where geometry is behind them.
2. Use a soft-particle shader
Switch the particle material to a shader that supports Soft Particles (the built-in Particles/Standard Surface or an SRP particle shader with Soft Fade) and set the Soft Particles Factor above zero.
3. Tune the fade distance
Set the soft particle fade distance so the alpha ramps out over a few units near intersections. Too small a value still looks hard; too large washes the whole sprite out.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.