TransparentTextures, depthbuffer

Hello,

im trying to make some billboarded firy particles with a depthbuffer.

So im using Alpha To Coverage to get the transparency on the quad.

But that leaves very ugly artifacts when alpha value is not 0 or 1.

Plus is there a way to get additive blend mode to work ?

Is this a blendmode setting issue or im missing something .
Any help would be great.

hey levi please see if this helps: transparency overview