I am not using any add-ons or resource packs
Water that is covered appears to be extremely shiny.
Reproduction Steps:
- Run command /fill ~-10 ~10 ~-10 ~10 ~10 ~10 stone
to create a roof above the water
- Set time to night
Observed Results:
- The water under the stone is very shiny
Expected Results
- Water wouldn’t look like that
In order to try to isolate the cause, I created a resource pack that set water_still_grey to a blank transparent texture, a mers with 0 in every channel and every pixel, and disabled the water_flow_grey_normal map. This was the result:
As you can see, the water surface is still whitish-grey. It gets more opaque as the view angle gets closer to parallel, and more white as the light level gets higher. So there are two issues going on.
Opacity. I think, though I not sure, that the opacity being relative to view angle is part of the core water surface rendering or maybe just general rendering not even specific to water, that pre-dates vibrant visuals. It only looks bad because water surface color is not being applied in vibrant visuals per (MCPE-223200). If it were a blue shade rather than grayscale it would look more natural.
Whiteness. I think this is a general vibrant visuals behavior that is not specific to water that has two aspects. (a) As brightness increases things become more white. (b) As the view angle becomes closer to parallel you are squeezing more brightness into a smaller number of pixels so the intensity of the white goes up. This causes a lot of blocks to look hazy from certain angles, especially in sunlight. For example, these red nether brick slabs and polished blackstone in my creeper farm: