Inconsistent water reflections when using shaders

Hi, This is kind of a repeat of one or two other posts, but given that they were made a year ago I'm wondering if there are any updates or developments. Basically, when using BSL shaders, reflections are being rendered incorrectly in LOD chunks. I know how screen-space reflections work, but there is definitely a difference between LOD chunks and vanilla chunks, as the issue only starts past the boundary. Does anyone know of some setting so that the LOD chunks also use the shader's rendering methods? Thank you!
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12 Replies
LemonHead
LemonHeadOP2w ago
Removed the mod list as I've just tested with the bare minimum mods and it still occurs
Skillnoob_
Skillnoob_2w ago
that is how screen space reflections work looks like how its supposed to
MarijnIsN00B
MarijnIsN00B2w ago
Not a bug, sadly just a limitation of how those reflections are handled
Skillnoob_
Skillnoob_2w ago
if bsl is doing something wrong you need to contact the author of bsl
LemonHead
LemonHeadOP2w ago
i understand that screenspace reflections are limited, but the chunks not rendered by DH look a lot better? could it be that BSL is using some other technique?
MarijnIsN00B
MarijnIsN00B2w ago
Nope, that is a clear sign of screenspace reflections But even if BSL was using a different technique there, DH can't do anything about that. It can only be changed by the shader dev so it should be reported to them
LemonHead
LemonHeadOP2w ago
okay this screenshot makes it a bit more obvious that the LOD chunks are using a different rendering method
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LemonHead
LemonHeadOP2w ago
so this is an issue with the shaders implementation? in which case are there any shaders that do handle reflections correctly?
Miki_P98
Miki_P982w ago
!tryandsee
MarijnIsN00B
MarijnIsN00B2w ago
so this is an issue with the shaders implementation
Yes
in which case are there any shaders that do handle reflections correctly
Basically every shader Ive tried with DH uses SSR, so no, not really Correct reflections are very difficult to implement, only stuff like ray and path tracing does it technically correct
LemonHead
LemonHeadOP2w ago
ah well, thats a shame thanks anyway! UPDATE: I have found a shader that doesn't have this issue! Haven't looked too deep into it but so far FastPBR looks really promising!

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