I have a problem with the Single Layer Water Material.
Everything works great and looks nice but at a certain distance, the water material just disappears in the distance. I already googled but it seems no one talked about this before.
What i could gather was, that since the Single Layer Water Material is basically a opaque material, it is rendered in the Zprepass. Also as you can see in the video it is actually just the color that disappears, the translucency is still there as you can still see the specular reflection.
In this tutorial Ben Cloward explains how water shaders work.
The problem was never the water but the landscape’s LODs changing to be far less accurate at a diatance.
If you use the landacape/water system, this is what you get with shallows.
You can try to brute force the LODs from shifting up/down too much by setting the height of the shallow at exact mathemarical even numbers.
So the Z would be -10 instead of -10.53610 for instance.
Still, the LOD will drastically mutate, causing effects like this when intersecting planes.
A quick test to verify the issue is to place a plane with a black material in place (at the height of) of the water.
Not much else you can do short of not using landscapes.
Particularly in your use case, a C like shape is always going to simplify out to be filled, so you just need to make your landacape different…
Wow, dude you are right.
The problem was the landscape. With just static meshes this problem doesn’t occur.
Why did i not think of this myself, thanks love you man.