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> Going the extra mile: Fixing refraction artifacts > As you might have seen in the previous clip, the refraction we have right now is flawed. When an object s
by theandrewbailey 4y ago
> Going the extra mile: Fixing refraction artifacts
> As you might have seen in the previous clip, the refraction we have right now is flawed. When an object sticks out of the water you'll see that the refraction effect is present in places where it should not be.
> One way to solve this is to perform a depth check to see if we should use the distorted or the undistorted UVS.
I've seen these artifacts in new games for almost 20 years, and the whole time, I wondered if there was any way to fix them without redoing it all using ray tracing or something.
- Jasper_ 4y agoUsing the undistorted UVs has its own artifacts as well, namely, you can still see a "ghostly outline" where stuff isn't distorted through the water. But it clearly looks better than seeing something in front refracted in something behind.