Hi – to start…I’m using Theokole’s excellent Physical Water Surface
…and UE4.16.2 …and forward rending for VR
My problem is I can’t decide between Masked and Translucent material blend modes.
I need some of the features of both…particularly stencils and decals.
Can I decal a Translucent material?
Or… Can I access stencils from a Masked material?
…both are ‘no’…as far as I know
I sort of understand these features can’t be rendered at once….
But, is there some way to make that happen? …a work-around?
For my purposes…the ideal water shader would have…
- dynamic shadows
- depthFade translucency
two water shaders side by side: left, masked blend mode…right, Translucent blend mode
depthBuffer stencil, used to mask-out water from inside hull - Translucent blend mode
bow wave decal and dynamic shadow - Masked blend mode (the only problem here is the water passes thru the boat - because there is no dBuffer stencil available)