Water Excluder dissapears when inside

I have a Water excluder from the HDRP water system set up, but when I go close or into it, it disappears, how can i fix that?

The object needs to be rendered on screen to exclude water, when you enter it the backface culling kicks in and doesn’t draw the faces from inside the object.
An easy fix is to edit the mesh, double the faces and flip the normals of the doubles.

Hi. your water Excluder render - couldnt you just let us set that to TWO SIDED rendering?

I am curious why you add a read only renderer to scene ( for a hidden shader ), instead of using DrawMesh/RenderMesh or similar?

The excluder systems - as it is now , is not very accurate ( this is with an excluder with inward facing nromals ).

however - the excluder does NOT work for objects inside or intersecting it.


I see no reason why we couldnt render two sided, or even have the material culling flags customized instead - seems counter intuitive.

It also appears comparison is relative to object position, and not vertex - so objects inside excluders will likely always have issues.

Manually editing the shader to CULL NONE partially solves the issue.

When camera is outside of an occluder: with cull none

however, inside the occluder , the mast is still an issue:

It seems the only way to reliably have water not interfere when “below deck” is to stop rendering water entirely when camera passes inside an excluder ( via camera cullling mask )