Unity-Underwater Rendering for Stylized Water 2 Extension U3763

Underwater Rendering for Stylized Water 2 Extension

Extends the Stylized Water 2 shader asset with underwater rendering, by seamlessly blending the water with post processing effects.
Programmable Render Pipeline (SRP) compatibility
The Unity Programmable Render Pipeline (SRP) is a feature that allows you to control rendering through C# scripts. SRP is the underlying technology that supports the Universal Rendering Pipeline (URP) and the High Definition Rendering Pipeline (HDRP).
Unity version
Built-in rendering pipeline
Universal Rendering Pipeline (URP)
High Definition Rendering Pipeline (HDRP)
2020.3.1f1
Not compatible
compatible
Not compatible
Additional compatibility information
⚠️ It is expected you already know what the Universal Render Pipeline is, and have already converted your project to it. Before you start development, you must decide which render pipeline to use in your project.

Built on the Universal Render Pipeline’s shader library and rendering API, so exclusively works in URP-based projects.

Resource bundle dependencies
1

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📌 REQUIRES THE STYLIZED WATER 2 (v1.5.0+) ASSET TO BE INSTALLED!

Before purchasing, you must acknowledge this (see section above)

📄 Documentation ‍⚙️ Compatibilty 🔗 Forum Thread

Draws a waterline lens effect for partially submerged camera’s. Unlike in many games, it won’t be required to snap the camera to sit either above or below the water, or resort to other tricks.

NEW! VR rendering support (Unity 2021.2+)

🌊 Features:

• Underwater fog based on the water’s deep/shallow colors. Option to use volumes to blend settings.

• Waterline rendering for partially submerged cameras (supports split screen)

• 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.

• Blurring and distortion

• Underside of the water is correctly shaded, to seamlessly match.

• Includes sub-graphs to add underwater fog support for transparent Shader Graphs (+ASE)

• Scalable performance, features can be limited on the render feature

🚧 Limitations:

• Not suitable for mobile hardware

• 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)

[ Refund policy ] Refunds cannot be granted for not having read the sections on this page

Scene and assets shown in video/screenshots are for showcasing and aren’t included. A functional demo scene is included though.

technical details

related keywords
Fog
post processing
underwater
waterline