How do I implement/emulate volumetric transparency in a mobile renderer?

I’m rather new to the Unreal engine, but have run into a problem where the mobile renderer looks notably different to the desktop. Likely this is by design, so I would like to know if there is a common solution.

The issue the surface of the pond; a mesh (a simple quad really) with:

Blend Mode: Translucent
Translucency/Lighting Mode: Volumetric Non-Directional

In the desktop renderer (SM6) it shows the fronds near the surface clearly, and blends out the rocks and the deeper parts. In the Android OpenGL Mobile preview (and of course, on device itself) there is no depth calculation to the transparency and so the effect is lost. Images below.

Assuming that this is the intended behaviour, is there a setting to change, or do I need to fake the translucency in another way?

Thanks!

My one and only repeat…

Does anyone have any tips for achieving volumetric transparency on mobile?

Not really clear what you’re doing honestly.

Setting the translucent lighting mode to “volumetric” does not make the material volumetric, it means that the lighting will come from sampling the translucent lighting volume which has very sparse lighting detail. It will still behave as if it were a surface, it just won’t be lit very accurately. So the “volumetric” part of your material must be coming from something else you are doing in your material.

The material editor should warn you when you’re doing something in your material that is not supported by one of your target platforms.

Water also shouldn’t be done using translucency except in certain isolated scenarios. You should be using the single layer water shading model. Which works correctly for me in android mobile preview:

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