For some reason its also direction looking based???
I can look in one direction it’s fine, then the other direction its not okay
If we take a look at my ocean, we can see this happen
It looks like you’re using MeshPart TextureID + Transparency to get these results. This rendering pipeline doesn’t support distance-based occlusion. Instead, you should use a SurfaceAppearance with AlphaMode set to Transparency:
MeshPart w/ TextureID + Transparency:
MeshPart + SurfaceAppearance w/ ColorMap set to texture and Transparency AlphaMode:
Your texture(s) will need to be made partially transparency for this to work.
Note: there are also older reports on this same issue. I don’t believe this behavior is going to change any time soon, so I’ll be closing this report.