The effect you are trying to do would be done by comparing the screenspace water surface depth with the depth behind the water surface. That requires render texture access which is disabled in the free version of Unity :(. You could try to fake it with hand painted alpha or something. For reflection you would need to use a…
what i did was apply a shader to the objects that will be underwater, which mixed in a fog color depending on how much below the water surface the pixel/fragment is.
Yeah, I know that, I was kind of just thinking out loud there. All I really need is some transparency to the water. I just want to be able to see what's under the surface. The existing water with a bit of depth is idea.
Hey guys, I was hoping someone could help me with this. I'm looking to tweak the existing night time water shader within unity to allow it to reflect (probably faked) and allow for a bit of depth. As in, you can see what is a foot or two beneath the surface before it turns opaque. I ran a search and couldn't find anything…