Z-index vs Draw order

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:bust_in_silhouette: Asked By Jose C. Rubio

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