Water reflection problem with foreground objects

I have a problem with hdrp water system. Water reflection seems to but cut out by foreground objects as on pictures attached.

unity editor 2023.2.20f1
hdrp 16.0.6


This is not directly related to the water system, but ScreenSpace Reflections.
You can try to tweak the SSR settings in the current active volume profile (steps counts / length, thickness) to mitigate the results.
You might also want to check if your sky is properly set in the environment tab of the lighting settings, as the SSR should ultimately fallback to the sky reflection probe if it fails.

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Sorry for interjecting here…

I find that setting the “Static Lighting Sky” etc in the Environment tab makes no difference to seeing the fallback sky as expected in SSR. The fallback sky shows up OK (at least in my tests) regardless of the Environment tab, which (at least in U2022.3.x) seems to relate only to static lighting.

What does have a huge impact to how the sky looks, is the decoupled sky (i.e. Lighting Override Mask in the HDRP settings). You see, we have a very saturated deep blue sky which would in regular circumstances tint our entire world blue (environment lighting). So, we decouple the visible sky from the lighting sky, so that the lighting sky is almost completely desaturated.

However, this has a strong impact on SSR, because the sky you see in the reflection, is the decoupled lighting sky and not the visible sky. So in our SSR, the fallback sky will appear grey instead of blue.

Maybe I misunderstood something but from what I understand it seems to work on my side.

(Left sphere is opaque, right sphere is transparent and the rest is an ocean)
By default we use the dynamic sky so the PBR night sky you see at the begining and I have a gradient sky with green on it on the lighting tab, so switching to static shift the SSR to that sky in my project. What’s different in yours ?
https://gyazo.com/dc452642a1e32a020a9003a93f1f1c36

I guess I’ve never really understood the meaning of the Ambient Mode set to Static vs. Dynamic… I always just have it on Dynamic since we have real-time lighting and not baking anything. I see in your video when you switch to static it starts reading the static lighting sky from the environment tab (?). I will play around with all this stuff a bit more when I find time. Thanks.

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