Hi, I'm writing to ask for your help with a rendering issue.

I'm trying to use a 2D character in a 3D world. When the character enters the water, the reflection of the water is not displayed correctly, as shown in the following image.

I've checked the documentation and adjusted the render queue to alphaTest, enabled the Depth Write option, and set the Z spacing value. With these settings, the reflection of the water is displayed, but there is a aliasing effect, as shown in the following image.

I've also seen the following in the documentation:

I would appreciate your help in resolving this issue. Thank you.(This article was translated by ChatGPT. If anything is unclear, please let me know.)

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@QianLvGameStudio Judging from the screenshot your problem is mainly a missing alpha-test clip() statement in the shader which would discard your fragment when its alpha value is below a certain threshold. Or if you have an alpha-test in place (which I doubt judging from the image), you would need to adjust the threshold to a higher alpha value. In shader code it would be the statement similar to clip(pixel.a - CutoffThreshold);. Note that in Spine shaders it's somewhat hidden since a macro ALPHA_CLIP(texureColor, vertexColor) is used to call clip() which first multiplies both colors and then subtracts _Cutoff.

Which shader are you using? How did you enable Depth Write and adjust the render queue to Alpha Test?