Hi Nilson. Thanks for your video. I think you are right regarding the additive materials, I think they look fine, it’s more the translucent materials that I would like to get working when rendered on top of the underwater fog. Here a few examples where translucency would be required:
- Underwater Dust / Plankton Particles
- Underwater Air Bubble Particles
- Fake God Ray Meshes (for underwater caves for example)
I have attached a screenshot where you can see how a translucent material with enabled “Allow Custom Depth Writes” in the Material and “Custom Depth Stencil Value = 1” in the mesh instance looks like.
I thought about adding all the fog stuff from “M_Underwater_PP” to the material of my mesh, but as the material domain of “M_Underwater_PP” is “Post Process” and because it uses exclusive nodes for that material domain, I can not replicate everything I would need for my material with the domain “Surface”.
In the second image I made a mockup in photoshop to show you what I would like to achieve in the engine.