Hi. This is my first post in this Forum, so tell me if I post something wrong or anything.
I was annoyed by the way depth is done in games. It’s always like a view plane moving forwad trough geometry. I think it’s the cheapest way to produce depth in game engines, but it always leads to the effect of being able to see more through fog at the edges of the screen because the view plane is the furthest away from the actual camera position at these screenpositions.
Well, I tried and errored my way through to a way to get a correct or natural looking depth in Translucent materials. This way I was able to build myself a water plane that doesn’t change fog distance on the screen edges.
To further illustrate the problem, here are some images:
Just the natural depth setup for a quick material Copy/Paste:
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