Translucency sorting issues on complex objects.

If you’re using UE5.1, enable Order Independent Transparency in the project settings. It will add a few instructions to the shader but, as far I saw, solved all sorting issues.
Other versions of unreal you can check the “Sort Triangles” option on a per mesh basis and get pretty good results.
You can fake transparency with environment mapping - an all time favorite of cheap real time VFX (you see it even in AAA next gen titles) but doesn’t look as convincing with crystal clear glass.
You can fake transparency with masked dithering and TAA. I’m not a fan because it’s quite prone to ghosting artifacts, but could work in some cases.

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