Underwater post process only inside circle

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!

    1. 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.
    1. Inside the material, click in an empty area of the graph. Now go to the Details panel and type Blendable in the search field.
    1. 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).

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    1. 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:

    1. 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! :grin:

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