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!

12 Replies
Removed the mod list as I've just tested with the bare minimum mods and it still occurs
that is how screen space reflections work
looks like how its supposed to
Not a bug, sadly just a limitation of how those reflections are handled
if bsl is doing something wrong you need to contact the author of bsl
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?
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
okay this screenshot makes it a bit more obvious that the LOD chunks are using a different rendering method

so this is an issue with the shaders implementation? in which case are there any shaders that do handle reflections correctly?
!tryandsee
so this is an issue with the shaders implementationYes
in which case are there any shaders that do handle reflections correctlyBasically 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
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!