Someone else could explain it more technical terms, but: The unreal water shader isn't actually translucent - its doing a trick where it projects what's underneath onto the water plane. This all happens prior to the point where the outline post process happens (its right there in the name - post process) - the depth data you need to draw outlines doesn't exist below the water, because its actually an opaque plane.
Thankyou @Benjammin is it possible to get the unreal water system to read the depth data below?
There is/was a node for testing depth behind a surface that looks like it's specifically intended for this purpose on (probably) 5.2. I cant remember what it was called but if you search for depth in the materials nodes it should come up
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The unreal water shader isn't actually translucent - its doing a trick where it projects what's underneath onto the water plane.
This all happens prior to the point where the outline post process happens (its right there in the name - post process) - the depth data you need to draw outlines doesn't exist below the water, because its actually an opaque plane.
How to Create Masks With the Custom Stencil Buffer | Tips & Tricks | Unreal Engine (youtube.com)
There is/was a node for testing depth behind a surface that looks like it's specifically intended for this purpose on (probably) 5.2. I cant remember what it was called but if you search for depth in the materials nodes it should come up