In the shader, multiply a panning cloud texture of the texture coordinates used to sample the diffuse texture. If you linear interpolate between the diffuse UV coordinates and the diffuse UV coordinates slightly nudged, using the panning cloud texture as the linear interpolation value, you'll get the desired refraction effect. However, note, this kind of methodology will need to be applied to all objects rendered under the water (i.e.-any props, the ground, etc.).
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In the shader, multiply a panning cloud texture of the texture coordinates used to sample the diffuse texture. If you linear interpolate between the diffuse UV coordinates and the diffuse UV coordinates slightly nudged, using the panning cloud texture as the linear interpolation value, you'll get the desired refraction effect. However, note, this kind of methodology will need to be applied to all objects rendered under the water (i.e.-any props, the ground, etc.).