Does SingleLayerWater have a non-crappy shadow option?

How the shadow looks on the water

How the shadow is supposed to look:

Technically water doesn’t really receive a shadow.
The shadow is projected/filtered and visible within the underlying terrain (if any).

There are some options you can play with to get it looking how you want.
Personally, I’d suggest just settingbup your watersheet not to receive a shadow in this case.
It really depends on other factors however.

If you have a day cycle, then this gets much harder to achieve without a shadow on the water sheet, for instance.

You can make a custom way to handle shadows by using a cusrom shader material - at that point though, perhaps resort to a version of the engine with Caustics published by Nvidia, as it will have much netter look/code…

yeah i has to receive shadows as it’s technically indoors (a cave with an opening in the ceiling).

So I guess the answer is that SingleLayerWater receives crappy shadows in 5.2 and there isn’t anything that can be done right now.

Not necessarily, but it goes on to you defining what kind of shadows are being cast and how, rather than what the material does/can do.

If the cave has a static light entry way you can probably make just that portion of the water that is touched by it one special material / or a different mesh entierly.
So for instance, you can totally fake the shadow by adding a second different color mesh on top of the water.

Since single layer water takes color, and is transparent, you could fake the shadow itself just by having the cut mesh of water be one color and the underlying water be normal…