Underwater effect?

Is it possible to do an underwater effect for Unity iPhone? By this I don't mean fog but rather the wavey kind of ripply lines that you get underwater to make everything look more organic. If there is then could someone point me in the right direction?

Thanks in advance!

Tutorial: Kostiantyn Dvornik :: Ideas: Unity world's coolest tutorial about water, girls and sky with FREE assets

Try using this code:

`
 //set your varibles here.
    var fog = false;
    var fogColor = Color (0, 0.4, 0.7, 0.6);
    var fogDensity = 0.04;
    var skybox : Material;
    //this is where you go underneath the water or in this case into the trigger aera
    //this is just the effect not anything to do with force.
    function OnTriggerEnter(other : Collider) {
        fog = true;
        RenderSettings.fog = fog;
        RenderSettings.fogColor = fogColor;
        RenderSettings.fogDensity = fogDensity;
        RenderSettings.skybox = skybox;
    }
    //this is where we are exiting the water and the effect of being underneath the water is ended.
    function OnTriggerExit(){
        fog = false;
        RenderSettings.fog = fog;
    }
`

Hope it helps!

I use the Unity specific Google search a lot: http://www.google.com/cse/home?cx=002470491425767499270:iugs1ezlsfq

It returned this link: http://forum.unity3d.com/viewtopic.php?p=237063

Which has one relevant sounding reply in the form of:

"Use a Particles/Additive shader for the water volume, with liquid animated texture.

And project a Particles/Additive shader with animated caustics on the -Y axis."

Here's how I've done my underwater so far:

  1. Add underwatereffect.js to the camera (adapted from this):
var fog = true;
var fogColor = Color (0, 0.4, 0.7, 0.6);
var fogDensity = 0.04;
var skybox : Material;

function Start () {
    RenderSettings.fog = fog;
    RenderSettings.fogColor = fogColor;
    RenderSettings.fogDensity = fogDensity;
    RenderSettings.skybox = skybox;
}

  1. Add bubbles.js to underwater objects (made based on this):
var materials : Material[];

private var particlEmitter;
private var particlAnimator;
private var particlRenderer;

private var speed;

function Start () {
  particlEmitter = gameObject.AddComponent("EllipsoidParticleEmitter");
  particlAnimator = gameObject.AddComponent("ParticleAnimator");
  particlRenderer = gameObject.AddComponent("ParticleRenderer");

  particlEmitter.minSize = 0.1;
  particlEmitter.maxSize = 0.2;
  particlEmitter.minEnergy = 0.5;
  particlEmitter.maxEnergy = 2;
  particlEmitter.minEmission = 10;
  particlEmitter.maxEmission = 20;

  particlAnimator.doesAnimateColor = false;
  particlAnimator.sizeGrow = 0.5;
  particlAnimator.force.y = 2;

  particlRenderer.materials = materials;
}

function Update () {
  speed = rigidbody.velocity.magnitude * 3;
  particlEmitter.minEmission = speed;
  particlEmitter.maxEmission = particlEmitter.minEmission * 2;
}

This might help-