Surprising, google has been of very little help so I am hoping to find a starting point from the help of this very generous community.
I am toying with the idea of a game that is all under water, eg Subnautica. However, I have never made any sort of under water environment before. I know that Post Process Volumes play a big part as well as volumetric fog, but beyond that I don’t know where to begin.
How do you create those dynamic shifting “god rays” you see near the surface of the water? How do you get directional lighting to diminish the deeper you go? etc
Hey there @Fairchild! For the underwater volumetric lighting like god rays, you’ll basically be doing the same as regular volumetric lighting with a bit of difference depending on the look you’re going for. The shifting of the god rays gets a bit more complex, but combining the caustics material approach with the fog and volumetric lighting should have a similar shifting effect. Give it a try!
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