Hello!
I am curious if there has been any progress on this issue since this thread was closed: [Lack of velocity pass of single layer [Content removed]
We have been using the r.VelocityOutputPass 1 workaround to get velocity to write from our single layer water surfaces (without it, there is a ton of motion smearing on the reflections). However, in 5.6, using this CVar causes other problems with Nanite skinning meshes not writing correct velocity vectors due to writing velocity in the base pass [Content removed]
It looks like there may be a fix for the second issue in 5.7, but we are not planning to upgrade again for a while, if at all. It looks like we will either need to find a way to make Single Layer Water materials write velocity in the base pass always, while everything else (without WPO) writes velocity in the depth pass, or we will need to backport the updated base pass velocity shader code from 5.7-->5.6.
Do you have any recommendations on the best way to approach this issue before I potentially spend time going down a wrong path?