I’m having an interesting problem with the combination of post-processor water and transparent particles such as these clouds. The water processor works by calculating position from the depth buffer. Since the particles don’t write to the depth buffer, the water effect ends up being drawn right over the transparent particles. This is alleviated by moving them to the Translucent bucket, but this causes depth testing to shut off, making the clouds draw over terrain in the foreground.
Is there some way to defer cloud rendering until after the water processor while allowing the depth test to still happen?
The depth test is set to true in the material, and I even tried re-setting it to true after placing it in the translucent bucket, but it still shows through terrain.
To make things a bit clearer, the Transparent bucket causes water to draw over clouds, while the Translucent bucket causes clouds to draw over terrain.