Currently when rendering translucent materials the opacity affects both the diffuse and the specular. For materials like water (and most dielectrics I’d think) the opacity should not affect glancing reflections.
I would rather keep the specular independent of opacity and use the specular value to control specularity if I want to diminish it.
In the ‘Shaders’ folder of the source I tried a file called ‘DeferredShadingCommon’ and I took out “DBufferData.ColorOpacity” from the line “Specular = Specular * DBufferData.ColorOpacity + 0.5f;” but that didn’t seem to work. (I only hit ‘build’ do I need to rebuild or am I off entirely?) If anyone could help to point me where the opacity is being multiplied on the specular for translucent materials I would really appreciate it.