Single Layer Water + Translucent Materials

It does not help me in this situation however, as the node is only available in a Single Layer Water material. I don’t see how I could get that information out, so its usable in the Translucency pass, where my glass is being rendered.

If it exists, it can be piped out to a buffer and sampled somewhere else. Here’s a screenshot of a standard translucent cylinder sampling the scene depth w/o water output of the cube, which is using SLW. The sphere is opaque and fully obscured, so it wouldn’t show in the standard scene depth as you noted.
In this example, I hijacked the Material AO buffer, as to my knowledge SLW with opacity set to 0 would have no contributions from it’s Material AO anyway.


If you aren’t willing to sacrifice any of the buffers to store the depth w/o water, you’d need a render target to write it to I guess.

I found out where this is, its in Unreal Engine 5/5.1, not 4.27. Unfortunately my project is stuck on 4.27, something out of my control.

Ah yes, the native overlay feature is unfortunately brand new but it wouldn’t be too hard to replicate if you go that route.

The actual water and objects look very different, the images provided are the most basic example of the problem, I don’t have permission to show the actual game yet.

Gotcha. Well, look out for refraction regardless. It can be manually replicated for your samplers but it’s a good bit of work.