0 votes

So my world is rendered by a stack of tilemaps. Lately I've been trying to simulate water reflections in one of my tilemap layers. However, soon I realized that in order to use a SCREEN_TEXTURE shader to render reflections, I need to draw the water after I draw the character I want to reflect. So I did, but I didn't think that the character sprite may actually occlude the water tiles as well. I hope the picture illustrates the problem. Is there anything I could do besides duplicating my character sprite with a higher z-index?

This is the proper feature:
feature

This is the buggy occlusion:
bug

in Engine by (48 points)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.