Hello,
We are using the Single Layer Water (SLW) material to implement water rendering.
However, since SLW requires the Blend Mode to be set to Masked, we are experiencing an issue where translucent objects rendered underwater do not appear due to the Masked setting.
A similar issue is being discussed in the following forum thread, but it doesn’t seem like a definitive solution has been found:
https://forums.unrealengine.com/t/single-layer-water-translucent-materials/717001
At the end of the thread, someone mentions that they resolved the issue by modifying the engine, and provided an explanation (in Chinese):
https://zhuanlan.zhihu.com/p/25757519407
We are wondering if Epic is aware of this issue and whether there are any plans or ongoing efforts to address it.
Even a small piece of feedback would be extremely helpful to us.
thank you.
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Hello,
Thank you for reaching out.
I’ve been assigned this issue, and we will be looking into translucency and Single Layer Water for you.
Hello,
There is a known limitation about how translucent Materials and Single Layer Water interact. For more information, please see this ticket:
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That being said, if you can always disable the depth test, and, the entire translucent object will render over the water, and any other geometry.
This can be combined with logic in the Material Graph to control the opacity to make the translucent Material to fade into the water surface, but be occluded by everything else.
Example implementation, and the visual results:
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Please let us know if this helps.
Thanks for sharing this workaround. It helped a lot.
sure. no problem. thank you.
Hello,
Thank you for the reply.
Can we close your case? You can always re-open it if you find you need additional assistance with the same issue.