[Image Removed]1. SSR/Lumen Reflection Volumetric Fog Ignorance
When not using SSR (Screen Space Reflections) and relying solely on Lumen reflections, the system completely ignores volumetric fog contributions, resulting in unnaturally clean reflections.
2. Water Surface Reflection Path Mismatch
B1 and B share identical light paths, meaning water surface reflections should perfectly align with above-water visuals. However, the current D+B hybrid algorithm causes excessive fog density accumulation, creating a visible seam at the water boundary.
The C/C1 issue is less pronounced but still problematic: the correct output for C1 should be a composite of D1+D2, whereas the current implementation only outputs D.
The most pressing issue we’re facing is the visible disconnect between water surface reflections and their corresponding objects (particularly in areas B and B1). This misalignment persists throughout all water surfaces in the game and proves exceptionally challenging to resolve.
The problem becomes significantly worse when enabling the Skylight Leaking parameter, causing severe artifacts. We would greatly appreciate your expertise in investigating this critical rendering issue.