Hi all, I am currently working in an underwater game and found a problem. I am using the water system plugin that has an underwater postprocess in which it creates a fog using scene depth which is pretty convenient for me. Every type of glass I make (being translucent, additive or masked masterial) is not rendered whenever there is no opaque geometry behind it. I have tried to check “Allow Custom Depth Writes” but this doesnt solve the issue.
In the image it can be seen how the normal material should be rendered (small spehere on the right) and how it renders bad in the other sphere where its missing geometry behind it.
The problem with translucent materials underwater is because of the single layer water (SLW) materials. Apparently there is no way to solve this as this is how SLW works in the engine because of its priority in the redering pipeline order. At the end of the day it is nothing but an opaque material which is giving a mirror image of the other side. The translucent object would pick its “color” and modify it but instead it takes the mirror image resulting in no visual change.