Actually I'm not finding this field:
pub struct CompiledParticleEffect {
/// Handle to the underlying asset.
asset: Handle<EffectAsset>,
/// Cached simulation condition, to avoid having to query the asset each
/// time we need it.
simulation_condition: SimulationCondition,
/// A custom mesh for this effect, if specified.
mesh: Option<Handle<Mesh>>,
/// Handle to the effect shaders for his effect instance (one per group), if
/// configured.
effect_shaders: Vec<EffectShader>,
/// Textures used by the effect, if any.
textures: Vec<Handle<Image>>,
/// 2D layer for the effect instance.
#[cfg(feature = "2d")]
z_layer_2d: FloatOrd,
/// Layout flags.
layout_flags: LayoutFlags,
/// Alpha mode.
alpha_mode: AlphaMode,
}
we'll see





