Thanks so much @Ichinose ! And WOW… I PRAISE GOD for guiding me to solve this!!!
Until you mentioned it, I didn’t realize that Temporal Upsampling also had played a role in addition to a low screen percentage. But thanks to this post on Reddit, we now have a VERY simple fix!
- Select your Water Body, and in the Details panel, scroll down to the Rendering section. Click the “Folder/Magnifying Glass” icon to automatically browse to the material “M_UnderWater_PostProcess_Volume”. Double click to open it.
- Inside the material, click in an empty area of the graph. Now go to the Details panel and type
Blendable
in the search field.
- Under “Blendable Location” change it from “After Tonemapping” to “Before Tonemapping” (you can also select “Before Translucency”, but I found it to make no difference).
- Your waterline will now work correctly, even with Temporal Upsampling enabled!! However, it will look a little bit different (slightly lighter). If you don’t like this, then right click on your “M_UnderWater_PostProcess_Volume” material and create a new Material Instance. Now assign this new Material Instance to your Water Body in the Underwater Post Process Material slot as shown below:
- Lastly, open your Material Instance, enable the box for “Band Offset”, and play with this value. I found changing the value from 0.5 to 0.1 closely resembled the original waterline look. I hope this helps!