I’m currently working on a project where I have a cylinder that behave like water, but I don’t use native refraction and instead use the scene color to perform the UV distortion (because I blend 3 scene color node). Inside this mesh I have a particle system that spawn small bubbles with an additive unlit material.
I can’t seem to figure out the correct way to setup my two shaders to be sure that my bubbles are rendered first before the scene color distortion happen. Either my bubbles are rendered after and therefor un-distorted on top (by tweaking the render order) or they are invisible because they are hidden by the scene color output that doesn’t see them.
I wonder if this is actually possible at this point ?
(I’m running on UE4 4.17.2 right now)