Emissive light under water issue

Hi everyone,
I have a problem with light from glowing material underwater. In the example from the attachment, in the pool I placed a spot light and a mesh cylinder imitating a lamp with emissive light material. Unfortunately, it does not shine under water, there is no characteristic bloom effect, but it shines above water. Does anyone know how to solve the problem?

Hi, I know its late, but did you find an answer to this issue ?

Hi @Ruslan_Kostiuk and @titanazzz,

This is caused by the opacity of the water interfering with the strength of the emissive values. You can compensate for this by increasing how strong the emissive is on the material.

From a year ago. Probably not even that.

The issue is probably transparency and the way its done.
The engine does it with a forward shader.

The forward shader cannot have the effects that TAA and all that jaz bring to the table such as blurring out the light.

To get something somewhat realistic you have to create specific shader code for the water sheet and include the correct refraction representations.

You can use an MPC to define various light positions. Then you have to create the code to generate that light cone in the shader, normal or dot calculate vs the camera position to determine the shape of the cone across the top of the water. Then apply the necessary color change onto the material you see fit.

This isn’t something Trivial in the least.

If you just jeed a render shot, then either get off unreal, or download and use the RTX Caustic branch off Nvidia, which may actually support this natively (I’m not sure it does. You should check).

A possibly more complex way is to add a post process to the scene that activates the effect via stencil.
The water sheet on a stencil defines the area the post process becomes visible on.
You just dowse the area in volumetric fog.

In theory, you get a somewhat believable outcome doing that.