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Light attenuation for particles like mud are not simulated correctly by the PBR shader, leading to "electric blue" water, often with very high occurrences of greens and bright blues. See screenshots:
The text was updated successfully, but these errors were encountered:
I've been doing a little experimenting with... mixed results. Superficially it appears to work fine, but interacts strangely with things like SSAO due to the lack of depth writing (similar to cloud shaders). More experimentation is needed!
From discussion with Zesterer on OpenMW Discord:
Light attenuation for particles like mud are not simulated correctly by the PBR shader, leading to "electric blue" water, often with very high occurrences of greens and bright blues. See screenshots:
The text was updated successfully, but these errors were encountered: