Underwater 'Fog' WaterTransparency Limit of 1 Too Small

As a Roblox developer, it is currently impossible to see long distances underwater. We are limited to a WaterTransparency property of 1.

If a player is in control of a fast moving object underwater such as a Shark or Submarine it’s hard to predict oncoming objects until it is too late and a collision takes place.

As creator of SharkBite, the largest game that completely relies on Roblox water terrain this limits what I can create, I can’t create fast sharks or fast under water boats. It also limits exciting experiences I can create for the players as they can only see far due to ‘underwater fog’.

Currently this is as far as a user can see, which is fine for swimming but not for anything else.

‘Water Transparency’ currently effects both the underwater fog distance and the transparency of the water from above. If there was a different property for ‘underwater fog’ similar to the ‘FogEnd’ & ‘FogStart’ properties of Lighting this would fix the issue.


I would definitely like to see underwater fog made more controllable.

In my own game I have some highly detailed underwater environments that suffer due to the forced fog distance.

I want to create detailed and lively underwater environments using terrain water because it’s the most attractive option when players are also meant to be on land, but I can’t do that adequately because this fog severely limits the amount the player can see, so underwater spaces feel very claustrophobic.

This issue was brought up not too long ago.


I’m highly rooting for this option, we’re seeing many underwater genre games release this year such as realistic animal & marine underwater simulations, mermaid games, boat simulations & simulators in general, many underwater games that already exist such as SharkBite, Titanic, Scuba-diving, fish simulators and any game in general whom could use this feature to be more expansive.

Currently there are Developers who defer from using the water terrain due to these limiting lack of options - visibility being a strong influence, which divert the developer not to use the water terrain at all (Instead using flying mechanics without the water to simulate swimming in water)

I would definitely love to see more water terrain properties such as a true visibility, also a property that allows the players to walk along the sea bed as well as swim would also offer other games more expansion.


This is very important to me. I’m making very large underwater spaces that players are meant to explore but they won’t be able to see anything because of the fog.

This is the same space before and after adding water.