Hummm it works better, but it's doing something wrong when applied to a particle system. The alpha is blending well with other geometry, but not with their own particles.
It seems to be something with the sorting, but I'm not sure if it's an ASE or Unity problem. In standard render mode (neither lightweight nor HD) there's no problem with this but when using the legacy particle alpha blend in LWRP a pink square is rendered.
If you need to author shaders for use with Unity's Particle System, you'll need to set the Shader Type to 'Particles Alpha Blended' so that you use our custom template that was specifically developed for this purpose.
It should work with both LW and HD SRPs, just be sure that you use the Template Parameter node in order to access template specific properties / global variables such as the Particle Texture ( _MainTex ), Tint Color ( _TintColor ) and Soft Particles Factor ( _InvFade ).
I've set up a simple particle shader and tested it on the latest ASE ( 1.6.1r3 ) and LWRP ( 4.6.0 ) versions and its working as expected in Unity 2018.3.0f2. I would assume it to also be working on earlier versions with the legacy LWRP ( 3.0.0 ), could you please share which versions you're currently on?
I've used the following simple setup with default Output Node parameters, which you may also use as a reference:
I'm sorry, I'm so bussy that I'm writing my posts too fast and skipping information.
This issue is only happening on Android builds, testing on a Samsung Galaxy S6 and a Samsung Galaxy S8. I'll send you an email with a simple scene right now. I'm using Unity 2018.3.0f2 and Amplify Shader Editor 1.6.1 (the last from the Asset Store). The LWRP is the last from the package manager too.