UPBGE Transparency and reflection

I tried to achieve a water effect equal to that of UPBGE 2.7 but it seems impossible since reflection and transparency do not seem to work well at the same time

This is the image generated with UPBGE 2.7 but that I could not repeat with EEVEE

And this is achieved with 2.8 no transparency occurs despite using the node and the alpha blend channel

This is what i did
PlanarWaterTuto2.7z (2.5 MB)

when we swap to alpha blend the planar reflect / SSR goes away,
(or at least that is what I have been seeing)

it would almost make sense to render water 2x
opaque / 100% reflection - and alpha / refraction and mix the 2 using Fresnel

I don’t see it, I can’t find a solution

so we need a way to render the water 2x - once with alpha - (save to a buffer) - once to opaque (ssr)
we use the normal / a glsl script to mix the two images

I noticed that you are using alpha clip as a blend mode in your screen shot. That shouldn’t give you a semi-transparent material. That should render everything above the threshold value as completely opaque: https://docs.blender.org/manual/en/latest/render/eevee/materials/settings.html#blend-mode

Try using alpha blend instead if that is available in upbge eevee.

Alpha Blending does not work either since reflection disappears
I still do not understand
There seems to be an incompatibility between transparency and reflection

Very complicated, it was very easy to do it with 2.7

You can use a ReflectionPlane for realtime or a Cubemap for baked reflections and the transparency will work. Aside from the changes in the nodes I changed the Blend Mode to Alpha Blend.

PlanarWaterTuto2_ReflectionPlane.zip (2.8 MB)

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It is equal to 2.7, more complicated but … is perfect. Thank you. I am trying to repeat the projects from 2.7 to 2.8 and here I was stuck. I have a lot to learn from EEVEE