What’s new?
• Completely rewritten for Unity 6’s Render Graph
• Redesigned to work exclusively with defined underwater areas (box collider triggers)
• Particle Effect controller, makes effects follow the camera underwater up to a specific depth (eg. sunshafts)
• Easier integration for transparent materials. The render queue of the effect can now be set
• Revised shader for transparency, used for particle effects underwater.
• Optimized technical design, no longer requires using full-screen post-processing
• Support for mobile hardware.
• Control for a lowpass audio filter effect when the camera is submerged, muffles environmental sounds.
• Blur/distortion effects have not been ported (not implemented in any AAA games either, will be reconsidered based on feedback)
🌊 Features:
• Underwater fog based on the water’s deep/shallow colors.
• Waterline rendering for partially submerged cameras
• Scene lighting is translated into the underwater fog, including sub-surface scattering. Reacts to dynamic directional and ambient lighting.
• Caustics rendering on geometry. Directional projection option.
• Underside of the water is correctly shaded, to seamlessly match.
• Includes sub-graphs to add underwater fog support for transparent Shader Graphs (+ASE)
🚧 Limitations:
• Designed for oceans, lakes and ponds. Dioramas or aquariums aren’t possible.
• Can’t mask underwater (eg. submarine windows)
• Not a volumetric fog/light solution, but rather depth-based.
• Requires a single water level (incompatible with rivers/planets)
Original_Link: https://assetstore.unity.com/packages/vfx/shaders/underwater-rendering-for-stylized-water-3-extension-322081









