I am trying to use Unity water to do underwater, so I am having a little problem with this:
I fliped the water upside down, enabled both refraction and reflection, it looks good.
Now I try to add fog in, with camera clearflag set to Skybox, the background with fog doesn’t look right at all through far distance, if I make backgroudn to solid color with same fog color, the top of the refraction for water goes away.
Any work arounds with efficient framerate would be nice.
Thanks!
That does not work, because when under sea level, by turning the camera background to solid color, the water refraction of the skybox goes away too.
The key is to retain unity’s water effect, and still able to modify background.
I also remember in somebody’s ocean shader, they have done it with offscreenrender + depth, not sure how though, any pointers would be great, rather than use skybox inside the water script that Unity provided, I would think one would need to use a cubemap.