Single layer water priority?

Hello!

Currently I have a problem with translucent priority and single layer water materials. Currently, I am using a single layer water material for a waterfall. This might be a mistake, and maybe i should use something else.

The problem I am having is where going underwater in a lake, the waterfall becomes invisible, since the lake is using Two sided rendering, also with a single layer water material on it.

Is there any way to set render priority for the single layer water material on the waterfall to be first? Or should I just be using a normal translucent material for it?

Did you set the translucency order on the actors?

1 Like

yeah, setting the translucency order currently doesn’t do anything. I think since its single layer water, its registering as an opaque shader so these settings probably do nothing for it.

1 Like

Ah… :melting_face:

1 Like

Unfortunately I cannot find a solution for it as of right now. But I appreciate your help!

1 Like

I think you might have to make both the same sort of material… :melting_face:

1 Like

Well, right now they both are using the single layer water material. Maybe I just need to make them both translucent and then also sample from scene color and scene depth, similar to what the single layer water material already does. Although it might be more computational unfortunately.

1 Like

Your hunch is unfortunately correct. Because the SLW shader is opaque, it will only draw the first layer if there are multiplayer water layers. Perhaps when you are underwater, you should switch the waterfall to a normal, fully opaque shader, which can be drawn behind the SLW surface. This would probably only be noticable while the camera is halfway underwater, and a dithered transition could prevent the switch from being noticable.

3 Likes