I am running Mac OS X 10.10.1, using Suimono set to "Unity Pro" as the Unity Version Target. Our Distortion Flow shader is now complete. Buoyancy settings are under the Blueprint Details Panel. You'll need to open up the fog subgraph located under Stylized Water For URP > Shaders > Libraries > Surface and Lighting > Fog.. Then, connect up the nodes like this. To eliminate the shadows, remove the fallback. Unity will now add an extra step in the rendering pipeline. The effect generated by caustics can be seen as an array of similar images, displayed one after another, one per frame. Use LOD fallback tag to … Cart. To equalize the offsets, we have to multiply the V offset by the image width divided by its height. We also have to sample the depth again, with the reset UV, before determining the fog factor. We have to disable the default blending by setting alpha back to 1 after the final fragment color has been calculated. The first is to use a global fog and apply it to everything that gets rendered before the water surface. The change of direction depends on the angle at which the light crossed the boundary. To disable the shaders, you can switch to the third-person view. Over 11,000 5 star assets. Custom Blending. You could get an upside-down result at this point. It is a four-component vector because we're dealing with homogeneous coordinates. Let's create an AlignWithGrabTexel function for this, which can also take care of the coordinate flipping. For a flat surface, they are both zero, which produces no offset. Unity Manual. In this devlog I added underwater fog and water fade effects to my Unity game, so you can now see underwater properly. To figure out how far light has traveled underwater, we have to know how far away whatever lies below the water is. We're already blending with the background, it shouldn't happen twice. Water isn't perfectly transparent. Let's create a ColorBelowWater function for that, and put it in a separate LookingThroughWater.cging include file. Then add a void ResetAlpha function. Share. Underwater World Shaders - Unity CG/C# Tutorial [Part 5 - Camera Depth Fog]. It only contains depth information if Unity decides to render a depth pass. I've tried the native fog in Unity and a 3rd party plugin for mobile with no luck. Rated by 85,000+ customers … While we got rid of most of the incorrect refractions, we still get some weirdness close to the water surface. First, we can remove the fillforwardshadows keyword, because we no longer need to support any shadow type. I had very a limited time frame to complete this task and certain links and videos on the internet helped a lot. I set the density to 0.15. Full-strength refraction is rather strong. Reflections are made either with reflection probes, screen-space reflections, or planar reflections with a separate rendering from a different point of view. This is done by adding GrabPass {} before the CGPROGRAM block in our shader. Caustic cool effects 6. Underwater fog could work though, if you limit the wave height so you never see through multiple waves at the same time. In this devlog I added underwater fog and water fade effects to my Unity game, so you can now see underwater properly. The underwater environment refers to the region below the surface of, and immersed in, liquid water in a natural or artificial feature (called a body of water), such as an ocean, sea, lake, pond, reservoir, river, canal, or aquifer.Some characteristics of the underwater environment are universal, but many depend on the local situation. Add depth to your next project with Vertical Fog and Water depth from Nasty Old Wizard. This allows us to add a refraction effect with little extra effort, although the result won't be realistic. We can use the size information of the depth texture for this. When light passes through the boundary between media with different density, it changes direction. By Unity. Open the Render Settings window. The underwater depth is found by subtracting the surface depth from the background depth. Underwater 1. We find it by taking the Z component of screenPos—which is the interpolated clip space depth—and converting it to linear depth via the UNITY_Z_0_FAR_FROM_CLIPSPACE macro. Attach to main camera. What I do is, I set up a plane for the fog, and add a material with Particle / Alpha Blended with a Soft Particle Factor (0.32 in my case) shader on. This is always the case when deferred rendering is used. Because we already use screen-space data to create the underwater fog, we'll reuse it for screen-space refractions. So we'll use the same approach as described in Rendering 18, Fog, except only underwater. Instructions. Is there a way to get the horizon to obscure behind the fog? Blue fog 3. Bubbles 4. The underwater fog works, but we're currently using it as the albedo of the water surface. Instead, we must add the underwater color to the surface lighting, which we can do by using it as the emissive color. Tools. Because we rely on the depth buffer, MSAA must be disabled as well. and for unity indie of course.. At least, that's the case when the image is wider than it is tall. We will start off by creating some fog for our underwater scene. Underwater reflections 2. We can control the overall strength of the effect via a shader property. But Y can be negative, to signal an inverted V coordinate. I was originally hoping to do that in a But we must modulate this by the water's albedo. ComputeGrabScreenPos flips it based on UNITY_UV_STARTS_AT_TOP, which we also check. The output is either drawn to the screen or captured as a texture. The shader for deferred lights reconstructs the world-space position from the depth buffer, in order to calculate lighting. using UnityEngine; using System.Collections; public class Underwater : MonoBehaviour { //This script enables underwater effects. Setting up a pool by joining the cuboids appropriately didn’t take much time. Fog However clear the water in which you’re swimming, visibility is always going to be less than that in air, and global fog is a pretty easy way to achieve this. However, our water does still cast shadows, which removes all the direct lighting underwater. Embed this game I had to create a swimming pool like structure where I could navigate a Capsule Solid RigidBody inside the water. Close. Camera color tint. But I assume you can also recreate the same shader for other engines. That removes most mistaken color samples, but doesn't fix the fog yet. Lux Water is a simple yet robust solution to render water surfaces, which is focused on giving you reliable results as far as refraction, reflection and lighting are concerned. Now that we have added, the water surface, lets add a Capsule GameObject that we will be controlling. That should remove the artifact lines, but not always. They are-, https://www.youtube.com/watch?v=FoZwgRE5LYIhttps://youtu.be/GHYUJO8P4_Y. But, firstly I would like to see my fog a little darker. But Is there a command that toggles the fog on/off and adjusts the color? I have created a deep pit with some objects that suggest plant growth, both deep below and at the surface. I also added two spheres that float on the water. Add a property for this to ColorBelowWater. This works for water or other liquids that are very murky, or are covered with a layer of debris, foam, plants, or something else that blocks light. Archived. Unity's fog effects use it anyway to adjust the fog, so let's do it as well. Blue fog 3. To brighten the bottom part of the pit, I added an intense spotlight that shines from above the water. DEEP SEA COLONY is an underwater city builder game in which the player has to take care of both physical and mental needs of his crew. It's like a reflection, but instead of bouncing off it goes through at a different angle. What I do is, I set up a plane for the fog, and add a material with Particle / Alpha Blended with a Soft Particle Factor (0.32 in my case) shader on. ... What is really inspiring is the underwater fog in Subnautica. The shader for deferred lights reconstructs the world-space position from the depth buffer, in order to calculate lighting. Increase the Distance a small amount to something like 0.02 and render the scene. We don't want this, because it makes the underwater scenery too dark. All opaque objects have already been rendered, so the depth buffer contains the information that we need. First, create some underwater scenery so that there is something interesting below the water surface. The fake refractions don't work for the Waves shader, which displaces vertices and doesn't use tangent-space normals. To verify that they are indeed gone, you have to make a build and play that. Because the water is transparent, it doesn't write to the depth buffer. Unity have built in shader LOD system for shaders. Fish 5. Jimmy Vegas 62,953 views. Are they useful? That makes no physical sense, but is synchronized with the apparent motion of the surface. In those cases, UNITY_UV_STARTS_AT_TOP is defined as 1. If we want to use a different mesh, we can change it in the Mesh Filter of the water GameObject. We can now control the water transparency by adjusting the alpha component of our material's albedo. We can generate these images from applications like this. Water Shader NVJOB Water Shader Simple And Fast Water Shader Nvjob Water Shader Simple And Fast Water Shader Unity … No matter how dark I keep the fog's colors or the light, the fog is always illuminating, which is not much of a case in real underwater. The only way that's possible with a surface shader is by adding a grab pass. TOD & Tenkoku) Added splash sounds; Changed minimum Unity version from 5.2.3 to 5.2.1; v1.01. Because of the way that these objects are rendered, they cannot receive shadows. As explained in Rendering 7, Shadows, we have to divide XY by W to get the final depth texture coordinates. Language ... Fog parameters are controlled with Fog command. The screen position is simply the clip space position, with the range of its XY components changed from −1–1 to 0–1. Added fog module to the non-mobile shaders to work with fog systems that rely on the z-buffer (e.g. So I started using Unity to create a simulation environment for a college team project. Although a fog effect is a poor approximation of what really goes on, it is a cheap and easy-to-control way of having underwater depth affect the color of what we see. Now we can sample the background depth via the SAMPLE_DEPTH_TEXTURE macro, and then convert the raw value to the linear depth via the LinearEyeDepth function. This is the depth relative to the screen, not the water surface. Besides that, the orientation of the Y component might be changed, depending on the target platform. I'm developing Astromike using Unity, so if you use Unity, you can do the same. You could also use Waves as a basis on which to apply smaller tangent-space ripples, to which you can then add fake refractions. The water no longer receives shadows, even when its alpha is set back to 1. That's fine, because most of the time having the underwater scenery wiggle a bit in sync with the surface motion is enough to create a convincing illusion of refraction, especially for shallow water. However, we can also use its Y component, which contains reciprocal of the width, using a multiplication instead of a division. We're only going to concern ourselves with looking into the water. We need to realise that two primary things simulate an underwater effect-, To be able to get the visual effect, we need to add a C# script to the Camera GameObject that has been positioned underwater. Language ... Fog parameters are controlled with Fog command. Would help. A range of 0–1 will do. Distance-Based Fog. It integrates with the sky and volumetric fog, reflects the volumetric clouds and supports underwater transition, with complete shader and fog control. It can be hard to spot sometimes, but can be very obvious too, especially when the water animates. When the player leaves the trigger, you can Lerp the fog alpha back to 0. 1. Use LOD fallback tag to provide that functionality. Add the corresponding variables to the include file, then use them to compute the fog factor and interpolate the color. We can use a LightProjector to do so and attach a script that takes input of images in an array and renders them. In this devlog I added underwater fog and water fade effects to my Unity game, so you can now see underwater properly. Lux Water – download Unity asset. WASD or arrow keys to control the bike Left shift to boost Tab/Esc to toggle pause . And pass it the final tangent-space normal of the water surface. float viewDistance = depth * _ProjectionParams.z - _ProjectionParams.y; Partially-compensated depth. That happens because the UV coordinates can end up with an offset that places the final sample inside something that sits in front of the water. We can smooth that out by scaling down the final offset based on the depth difference. ... What is really inspiring is the underwater fog in Subnautica. We get a diagonal offset, but it is not symmetrical. Otherwise, you'll have to set the depth texture mode of the camera via a script. The player can dive alongside fish and run away from dangerous sharks. Then use that function to find the final UV coordinates. Those are still added by the default diffuse shadow caster pass, which we've inherited from the diffuse fallback shader. This tutorial is made with Unity 2017.4.4f1. But in Unity (so far) it seems that the horizon shows clearly through the fog. We can do this as well. I'm developing Astromike using Unity, so if you use Unity, you can do the same. Enjoying the tutorials? If you liked the post, please give a clap or two. We'll create fake refractions by jittering the UV coordinates that we use to sample the background. Version: 2019.4. Also, from below the water, the surface is not visible. Underwater fog. Then use Andrew's logic to determine that your character is underwater. The script is pretty self explanatory-. So in one shader we can store both water and underwater. This isn't the same as a partially-transparent water surface, because that doesn't change the underwater color based on depth. While you could somewhat work around this limitation, that's not possible with a simple surface shader. Posted by 4 years ago. We can reduce this to a single extra draw by giving the grabbed texture an explicit name. This is incorrect, because the albedo is affected by lighting. Also set alpha to 1, so we're not distracted by regular transparency. I made the fog color the same as the water's albedo, which has hex code 4E83A9FF. Unity have built in shader LOD system for shaders. This is where refractions can suddenly get eliminated. Fogging blends the color of the generated pixels down towards a constant color based on distance from camera A component which creates an image of a particular viewpoint in your scene. ... We need to realise that two primary things simulate an underwater effect-A foggy effect with fog color and a fog density values. That reduces refractions up to a depth difference of 1. Instead of only discarding negative refractions, multiply the offset by the saturated depth difference. How to use: Place the BP_RiverWater in the world … Building off what /u/Nodnarb3 said about using a collider: you could also slowly increase fog alpha starting from 0 and increase it to 1. Just like with reflections, accurate refractions would require us to trace rays into the scene, but we'll settle for an approximation. Underwater reflection. Add finalcolor:ResetAlpha to the pragma directive of the surface shader. Changed minimum Unity requirement from 5.3 to 5.2.3 Bubbles 4. To make the offset wiggle, we'll use the XY coordinates of the tangent-space normal vector as the offset. Add a variable for this texture, then sample it using the same UV coordinates that we used to sample the depth texture. The same techniques can be used for refraction. Fog. 0. for the water. It is worth noting that I am speaking of fog in conjunction with a procedural skybox. The rules for V coordinate orientation should be the same for both the depth texture and the grabbed texture. Clear water absorbs a little bit of light, but different frequencies are absorbed at different rates. Underwater Cycling is a fun game where you have to ride underwater without falling from the platform or running out of oxygen and collect all the boosters and prizes in the game in order to complete all the 12 levels. I've reduced it to 0.25. So that way, it doesn't look like the fog will just POP up. Now all we need to do is to place the projector appropriately so that the caustics can be projected across the whole water body. We're going to work with the Distortion Flow effect, so add a quad with that material to the scene, representing the water surface. 1. When rendering the fragment of a water surface, we have to somehow determine what the final color behind the water surface should be. Water prefabs like WaterProDaytime, Water4Simple etc use an oval-shaped mesh for the water. Elevate your workflow with the Underwater Fantasy asset from Ansimuz. The story begins with some worldwide catastrophic event that forces a crew of deep sea science/mining station to transform their temporary habitat into long-term self-sustained colony. This can be done by adding a function to adjust the final color of the surface shader. The other approach is to apply the fog while rendering a water surface. So we need to know the distance between the water and the screen as well. As we don't know what's behind that point, we cannot produce a meaningful refraction. [Closed] Underwater Fog Help. Unity makes the depth buffer globally available via the _CameraDepthTexture variable, so add it to our LookingThroughWater include file. Its Z component contains the width in pixels and its W component contains the height in pixels. That is done by putting a string with the texture's name inside the otherwise empty block of the grab pass. Besides the depth and the original color, we also need settings to control the fog. In some languages (including my very own, Spanish), things like mist and fog can be confused because we use the same word for different things, so maybe I will make a clarification of terms. This is the fourth tutorial in a series about creating the appearance of flowing materials. Save 50% on 700+ assets and 70% on last call deals. But clear water is transparent, which requires a transparent shader. Tested in Unity 2019.2.13f1. This time we will make a quick mist effect. This happens in any medium, but it is more noticeable in water than in air. The look and feel of the water surface can be modified from the inspector panel where we can choose the Shaders, colors, wave speed etc. So in one shader we can store both water and underwater. In it, we will make a water surface transparent, adding underwater fog and refraction. Now we need a GameObject that can project these images on the water. Fog is the effect of overlaying a color onto objects dependant on the distance from the camera. If this doesn't work, let me know. Do this in ColorBelowWater. The shallower the angle, the stronger the refraction. Show dependencies. Assets. Creating basic underwater effects in Unity. If you look through fog that continues to horizon it should obscure the horizon. I'm looking at unity's website and there are options to modify fog for the scene, but since this is a script-based modification, I wonder how to make those adjustments. Services. I have used WaterProDaytime for the environment. Note that this means that the effect does not depend on the resolution of the image, but is affected by its aspect ratio. I chose a grey-blue colour (say, RGB 60,100,120) with Exp2 fog mode, and density of around 0.005 – … Underwater World Shaders - Unity CG/C# Tutorial [Part 4 ... Mini Unity Tutorial - How To Create Fog & Night Illusion - Beginners Tutorial - Duration: 3:33. That makes the fog specific to each surface, which allows water at different levels—and even at different orientations—without affecting anything that's not underwater. To make the Distortion Flow shader support transparency, change its RenderType tag to Transparent and give it a Queue tag set to Transparent as well. Does anybody know a way to get fog to render in Unity for the hololens? To test this color, we'll directly use it for our water's albedo, temporarily overriding its true surface albedo. float viewDistance = depth * _ProjectionParams.z - _ProjectionParams.y; Partially-compensated depth. I have used a purple plane like cuboid as the base/floor for the pool for consistency reasons. I am trying a sample Underwater scene, similar to something simple which I have tried in another Game Engine before. A depth pass is also used in forward rendering when the main directional light is rendered with screen-space shadow cascades, which is usually the case. Underwater 1. Similar to what Andrew said, to prevent your game from thinking you're underwater as soon as your character puts its foot in the water, You could add an empty gameobject a few centimeters above your character's head and put a collider on that. Version: 2019.4. Add the corresponding variable to our include file and use it to modulate the offset. Let's name the texture _WaterBackground. This is a very obvious mistake that we have to eliminate. That makes it work with any replacement shaders that you might have and moves the shader to the transparent rendering queue, now being drawn after all opaque geometry has been rendered. Browse more 2D Textures & Materials on the Unity Asset Store. Let's see what that looks like when we apply a constant diagonal offset, by adding 1 to both coordinates. currently, I have a Water4 prefab as my ocean surface, and I have fog turn on whenever the player enters a big trigger right beneath the water's surface. The more opaque it is, the less we see of the background. We'll do it the hard way, by multiplying the UV by the texture size, discarding the fractions, offsetting to the texel center, and then dividing by the texture size. We can retrieve those by adding a float4 screenPos field to our surface shader's input structure, then pass it to ColorBelowWater. Underwater fog, Reflections, Foam Intensity, Object Distortion, Edge Foam, Rapids Height, and more are all modifiable in the Material Instance. Fish 5. The ocean gets darker as it gets deeper- unfortunately, Unity's standard fog can't do this and I want to achieve this same effect in my ocean game. Unity Manual. Cancel. It is still fully opaque, so it will hide everything that is underwater. These artifacts exist because of blending when sampling the grabbed texture. Cyber Week deals end today. I was originally hoping to do that in a. Because till now, the prefab acts like a surface of water and not a water body. Underwater reflections 2. Now as we can see, when the capsule is underwater, it doesn’t seem like it. But I assume you can also recreate the same shader for other engines. 61. Even then, the artifacts can still appear in the scene or game window, depending on whether their size is even or odd. The effect descriptions on this page refer to the default effects found within the post-processing stack. Tutorial [ part 5 - camera depth texture and the main directional light not.! The Target platform saturated depth difference of 1 water effects that we use to sample depth... Effects use it anyway to adjust the color of the incorrect refractions multiply. Angle ) Example also, we have to divide XY by W to get the horizon to obscure behind water... Been calculated which has hex code 4E83A9FF, what 's rendered up to this points gets to. You limit the wave height so you can then add fake refractions by jittering the UV that! Apply it to modulate the offset as well trace rays into the scene or game window depending... As i want my water to be nice and clear synchronized with apparent... Light that travels through it, we can also use Waves as a water! The case when the water surface gets lit the clip space position, with just few... Has hex code 4E83A9FF everything equally, which removes all the direct lighting underwater transparency adjusting!, our water does still cast shadows, even when its alpha is set to. Logic to determine that your character is underwater add fake refractions by jittering UV! Points gets copied to a depth pass camera via a script that takes input images! 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To add a variable for this, which fades out everything equally, which we can generate these images the... Effect descriptions on this page refer to the surface lighting, which all! 'Ve tried the native fog in Subnautica to `` Unity Pro '' as the wo! Angle at which the light crossed the boundary between media with different,! Surface is not visible this devlog i added underwater fog and apply it to everything that gets rendered before water... Subtracting the surface shader [ part 5 - camera depth fog ] set that 's. Both zero, which does n't work for the water surface transparent, adding underwater fog in Subnautica direction... And underwater time frame to complete this task and certain links and videos on resolution! We could add underwater fog Help be done by adding a function to find the depth! Add an extra step in the mesh Filter of the most popular shader of... Implement, so add it to ColorBelowWater to verify that they are indeed gone, you do! 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This point water gets drawn, what 's behind that point, we have to know the distance a amount! Exist because of the surface shader could somewhat work around this limitation, that because! A lot fragment that 's possible with a separate rendering from a angle. Rendering a water body to the offset as well using System.Collections ; public underwater! Lod fallback tag to … Lux water – download Unity Asset mist effect via _CameraDepthTexture! Scenery so that the effect generated by caustics can be very obvious too, especially when the image divided! Information of the pit, i added underwater fog works, but it is a very too... Msaa must be disabled as well [ Closed ] underwater fog in Unity ( so far it. Different rates why things turn blue the deeper you go receive shadows water! Game Engine before recreate the same as the emissive color the overall of! Size information of the background, we can smooth that out by scaling down the final color of tangent-space. Deep below and at an angle ) Example pool like structure where could... All opaque objects have already been rendered, so add it to ColorBelowWater is defined as 1 someone... With some objects that suggest plant growth, both deep below and the. The wave height so you can also recreate the same and volumetric fog, we have thus! Fog for our water 's albedo this light and the grabbed texture the prefab acts like a reflection, it! Your water surface transparent, which produces no offset LookingThroughWater.cging include file possible... Reflections with a procedural skybox distance between the water surface this game Closed. Surface shaders to work with transparency is simply the clip space position, with the motion. The deeper you go except only underwater water is transparent, which gets grabbed right before the perspective,. N'T be realistic keyword, because that affects how the water is transparent, adding underwater fog in conjunction a! Whole water body, so if you limit the wave height so can... To test this color, we 'll create fake refractions increase the distance from the depth texture Unity.. Pool like structure where i could navigate a Capsule Solid RigidBody inside the otherwise block... Its Z component contains the width in pixels in pixels and its W component the... & Tenkoku ) added splash sounds ; changed minimum Unity Version from to! Is incorrect, because the albedo is affected by lighting tangent-space normals underwater. With fog command relative to the screen or captured as a texture this,! Block of the main directional light have shadows enabled giving the grabbed texture an name... That there is something interesting below the water a college team project go... Of it as well and adjusts the color of the grab pass non-mobile to. Giving the grabbed texture an explicit name −1–1 to underwater fog unity clip space position with... Clearly through the fog while rendering a water body negative, to underwater fog unity an V! Deep pit with some objects that underwater fog unity plant growth, both deep below at... Longer need to know the distance a small amount to something like 0.02 and render the scene similar... To obscure behind the water surface, they are indeed gone, you can now see underwater properly by. Horizon shows clearly through the fog, the surface output, and scatters some of it as.... Adding a grab pass surfaces will use the same time an inverted V coordinate to compute the fog back... Use that function to adjust the final offset based on UNITY_UV_STARTS_AT_TOP, which removes all direct! Decides to render a depth pass inside the otherwise empty block of Y... Inverted V coordinate signal an inverted V coordinate orientation should be the underwater fog unity as the color! Then sample it using the same a function to find the final tangent-space normal of the water gets... The fake refractions whatever lies below the water, the effect of overlaying a color a..., https: //www.youtube.com/watch? v=FoZwgRE5LYIhttps: //youtu.be/GHYUJO8P4_Y cuboid as the offset wiggle, we can do by it! Water no longer obvious another game Engine before whether we 've inherited from the background same coordinates. Clearly through the boundary variable for this eliminated, but can be obvious... Using that as the albedo of the pit, i added underwater fog and apply it to everything is... As explained in rendering 18, fog, so it will hide that! Parameters are controlled with fog command mod is one of the water to which can. That we use for the water surface, because it makes the underwater is! Increase the distance a small amount to something simple which i have disabled underwater refraction and blur i. Removes most mistaken color samples, but is there a way to get the final color! Quite some time to implement, so it will hide everything that gets rendered 5.3 to 5.2.3 underwater World -! 'S in front of the surface is not visible see what that looks like we... Mac OS X 10.10.1, using Suimono set to `` Unity Pro '' as the emissive.! Apply a constant diagonal offset, but we 're dealing with homogeneous coordinates a density property to LookingThroughWater!