Single Layer Water + Translucent Materials

Hello @BananableOffense, thank you for your reply.

Unfortunately it is not up to me if the blocks are transparent, so I have to make it work.

After posting I did manage to achieve what I wanted, but it requires all opaque objects to have Custom Depth turned on when they come in contact with the water, which is not ideal, partly for performance and partly because it breaks things we use stencils for. (We do not currently use stencils in bitmask mode).
image

I am not sure what you mean here. I am not doing any post processing related to this yet. And I can’t use the original depth buffer for this information because the Single Layer Water writes into the depth buffer, overwriting the information I would need.
I think the idea of what you are saying is how I have achieved the result with the Custom Depth though.

This is a possibility, but the difference in appearance I feel is going to be quite noticeable between above and below the water, I might give it a try anyway just to see it.

Do you have any reference material for this, I cannot find anything about it, but its interesting as this would have been one of my approaches for the above if using Unity, as they allow multiple materials to be applied to a single polygon. My understanding was Unreal does not.

If anyone is interested in how I have it working right now (as bad as it may be) this is the material function

But I am still looking for something better!