Glass under water

There seems to be something wrong when looking at glass that’s under water, from above water.

Nothing to do with glass particularly, water is transparent so needs to be rendered back to front for ‘correct’ rendering, but we just cannot do that with the monolithic meshes generated for voxels. Instead we choose to write to depth for liquid which is ‘usually’ better, but depending on view order and amount of transparency can just look downright broken. Glass here shows it up because you get two planes of water, one touching the glass and the one you’re looking through at the top

But we judged that some weirdness is better than making all water fully opaque at all times.

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Thanks for the explanation, I agree that transparency with some edge cases is a lot better than fully opaque :slight_smile: