Is this effect even possible with URP (underwater screen post FX)

So say I want to create colored fog when underwater, and have that only affect the part of the screen that is underwater so that if the camera is halfway underwater half above, only half of the screen will be affected by the colored fog?

Is this even possible in URP, given that custom post fx is not possible currently?

If not, any ideas what I could do to get around this currently, aside from having a full screen quad in front of the camera with a shader that does the same thing and feeding it values to say which area of screen is above and below water?

If not possible in URP, does anyone know if it would be possible in HDRP?

Look at the URP boat demo, it has water, GitHub - Verasl/BoatAttack: Demo Project using the Universal RP from Unity3D

I’m a beginner when it comes to writing shaders but I think that you can get the position of each pixel and then check if it inside the water volume, if it is not, then just discard the pixels