@Fattori The default spine-unity shaders use the Transparent
render queue and don't render to the z-buffer, as Spine skeletons are usually semi-transparent objects at the border of each attachment image (gradually fading alpha out from 1.0 to 0.0). The same applies to particles, they are semi-transparent objects which are also using the Transparent
render queue.
If you now need to interleave both the Spine skeleton and particle effects, the Spine skeleton needs to write to the z-buffer. Otherwise a skeleton drawn with a single draw-call won't magically interleave itself with particles, this would only happen when having 10 objects for the skeleton and 10 objects for particles, all rendered and sorted separately. Thus you have to enable Depth Write
or ZWrite
at the used Spine shader (or use z-write variant of a shader) and modify the render queue value (at the Material, or modify a copy of the shader) before your particle effects (which never write to the depth buffer). This ensures that any particle effects, which use only depth-testing but no depth-write, have the proper depth information available to work with.