I do have separate translucency.
The issue is that the built-in water distortion effect uses the “scene color” texture which it samples at offsets to create a refraction effect.
What I’d need is that the translucency distortion would use the “post processed” scene texture which already has fog applied and NOT the “scene color” texture, which is without fog, since the fogged scene needs to be distorted.
Here is another guy with similar issues:
https://forums.unrealengine.com/deve…are-depth-fade
I can probably use a similar thing as he does, though ideally the translucency distortion would use a already processed render target as the input texture that it distorts.
The guy is exactly the person you were talking too in the post ^^ he surely knows what he is talking. As for your case isnt the case of blending both PP?