I am working on an ocean shader currently, and have everything working as expected, until I decided to see if I could make it translucent. I know there are many issues with translucency at the moment, but I have not come across any other threads with this specific issue.
First, here is a video showing my problem, note that the banding is worse on the left/right side of the mesh, and in the middle it seems to look just fine.
Few notes on my setup:
- Translucent Material, TLM_Surface
- Dynamic lighting (sun directional light, skylight)
- DFAO +LPV turned on (turning them off has no effect)
- Not using refraction at this time
- Switching TXAA/FXAA/None does not change the look at all
- Set up uses the Gerstner wave formula from GPU Gems (equations 9-12), using 4x large & 4x small detail waves that both affect World Displacement & Normals
- Rotating the direction the waves travel has no effect on the banding, it remains in the same direction
- Standard mesh plane, 8192x8192 subdivided and scaled up 10x, with a standard flat plane UV applied, multiple meshes tested, all have the same issue
- Tessellation (flat) and multiplier of 1
- Turning off/on Separate Translucency (as well as all other translucent settings) has no effect
- Turning on use 2 sided makes things worse
I have attached below my current setup for the base properties as they are now (video uses the values shown in image #2), and Normal & World Displacement wires go to the calculations for the waves. This issue only began when using translucency, with an opaque material there are no lines visible whatsoever, and nothing seems to make them disappear or even reduce the effect.
Any ideas on what might be causing this and/or any suggestions on a better approach to achieving translucency? Thanks!