In Editor

  1. Normal mapping: It uses a normal map to create a wavy, distorted look.
  2. Refraction: The shader simulates light bending through water by slightly offsetting the texture sampling based on the normal map.
  3. Depth-based fog: It calculates the scene depth and applies a fog effect that increases with distance.
  4. Color tinting: The shader blends the original scene color with an underwater color based on the fog density.
  5. Render pass: The script creates a render pass that applies the underwater effect after the skybox is rendered.



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