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Setup Guide
This guide covers the basic setup process for URP Underwater Effects.
- Unity 6
- Universal Render Pipeline (URP)
Install the package using one of the following methods:
Download the latest release from GitHub.
Recommended for production projects.
Clone the repository directly.
Recommended if you want the newest features or plan to contribute.
Open the URP Renderer Asset used by your project.
Add:
Underwater Effects
as a Renderer Feature.
Only a single renderer feature is required.
Create a Global Volume or Local Volume.
Add the underwater effects you want to use.
Examples:
Underwater Fog
Underwater Caustics
Underwater Refraction
Underwater Sun Shafts
All effect configuration is performed through the Volume system.
The Water Line effect is responsible for determining which pixels are underwater.
Assign the layer containing your water surface geometry.
This layer is used to build the water line mask shared by the framework.
Transparent objects can participate in underwater fog.
Add:
TransparentDepthSettingsto any renderer that should contribute to the transparent depth system.
Available settings:
Thickness
Opacity
Examples:
- Glass
- Observation Domes
- Force Fields
- Portals
- Shields
A basic setup should contain:
URP Renderer
└─ Underwater Effects Renderer Feature
Volume
└─ Underwater Effect Overrides
Water Surface
└─ Water Layer
If everything is configured correctly:
- The water line should appear at the water surface.
- Fog should render underwater.
- Caustics should be visible underwater.
- Refraction should appear below the water line.
Once the system is running, see: Custom Underwater Effects Tutorial
for information about creating your own underwater rendering effects.