thanks.
luxWater seems to have one shader but it looks not for this
LuxWater/Shaders/Resources/LuxWater_WaterMask.shader
it is Hidden, and when creating new material, it is red.
yeah, you’re right, the water object doesn’t need collider. nice.
update: this depthmask works
[RELEASED] Lux Water page-38#post-9047437
one change I did: lowered particles level so it looks better w wavey water
in WaterParticleSystem.cs
[Tooltip("Elevation above water at which the particles will spawn. Used to avoid clipping.")]
[Range(-2f, 0.1f)] public float surfaceElevation = 0.016f;