Underwater Rendering for Stylized Water 2 (Extension)
Extends the Stylized Water 2 shader asset with underwater rendering, seamlessly blending water with post-processing effects.

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- Category:
- Vfx › Shaders › Fullscreen-camera-effects
- Developer:
- Staggart Creations
- Price:
- $20
- Rating:
- Favorites:
- 834
- Supported Unity Versions:
- 2021.3.16 or higher
- Current Version:
- 1.2.8
- Download Size:
- 2.31 MB
- Last Update:
- Dec 2, 2024
- Description:
- This package extends the Stylized Water 2 shader asset with underwater rendering capabilities. It seamlessly blends the water with post-processing effects, creating a realistic underwater environment.
Features include:
* Underwater fog based on water's deep/shallow colors, with options to use volumes to blend settings
* Waterline rendering for partially submerged cameras, supporting split screen
* Scene lighting translated into underwater fog, including sub-surface scattering and reacting to dynamic directional and ambient lighting
* Caustics rendering on geometry, with directional projection option
* Blurring and distortion
* Correctly shaded underside of the water for seamless matching
* Support for underwater fog in transparent Shader Graphs (with ASE)
* Scalable performance, with features that can be limited on the render feature
* Component to switch between different water bodies based on Box Colliders
* VR rendering support
Limitations:
* Not suitable for mobile hardware
* Designed for oceans, lakes, and ponds, not suitable for dioramas or aquariums
* Cannot mask underwater (e.g. submarine windows)
* Not a volumetric fog/light solution, but rather depth-based
* Requires a single water level, incompatible with rivers/planets
A functional demo scene is included, and the package is compatible with Unity 2021 through 2023.2. However, it is not compatible with Curved World 2020 or WaveMaker, and modifications are required for COZY and Atmospheric Height Fog assets. - Technical Details:
- The package imports directly into the StylizedWater2 folder and executes before transparent materials. It includes a subgraph for getting the water density and underwater mask, which can be used to fade out custom transparent materials into the water fog. Third-party fog effects will still apply to the underwater environment, but will be less noticeable if the underwater fog is denser. The package looks best when reflections and refractions are enabled on the water material, and performance and feature limiting options are exposed on the render feature. Using HDR, Tonemapping, and the Gamma color-space may not guarantee the underwater fog matches the water perfectly, and Linear color-space should be used instead. The Waterline will always render when the camera goes below the water level, and the static UnderwaterRenderer.EnableRendering boolean should be disabled in game logic to handle such cases, or by using the Underwater Trigger component. Fog requires geometry to work with, and an empty scene/void underneath the water will result in a single-color fog appearance.
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