Unexcepted opacity tone of translucent material

Hi all.
I’m learning and using UE5 for personal and don’t have friend who are working on professional work via UE5 so want to ask here about my problem.
It’s pretty basic question about translucent material sespecial for Niagara particle.

First I started this investigation from Default sprite material.
That’s so simple material with procedural emissive value and opacity.
After that I asigned it to new template emitter(single loop particle) and then put it on world space directly.
Now I could see the white simple particle in viewport, it’s really normal.
Next I change default particle color to R=0, G=0, B=0, A=1;
At this moment, the particle couldn’t be seen in the viewport.

My expection is “dark particle is here with same opacity.(it means still keep same visibility)”
I was confused about that.
Why is emissive color affecting opacity?
I tried to other all blend mode and totally failed.

Second, I dupuricate the default particle material and modified little bit for using texture map for emissive and opacity.
For the new shader, I made a texture what has thin vertical gradient(0 to 1 in RGB) and simple radial fading for opacity.
I combined those materil and texture and then asign to new emitter as single loop particle.

It looks upper half is visible but bottom half is cleally slight opacity.
I asigned small node combination to the material for increacing opacity of dark emissive area.
It could opacity improvement but I guess this solution is actually wrong.
I just want to keep same opacity with various emissive color that from rgb map.

Does anyone knows about this cause and solution?
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