Hi there, I have a water material that is coming along nicely. It uses distance based tessellation and has height maps to control the waves. In the past, I have placed a post process volume at the water line to get the underwater look, but this no longer works properly due to the variation of the water height with the waves, and the fact that post process volumes are flat.
Is there a better way to accomplish this to achieve underwater effects with the changing height of the water?
Either sample the water’s heightmap, or duplicate the calculations, depending on how you are displacing your water at first place. Can also do it once for camera, instead of doing it per-pixel.