Underwater fog, half in and half out

just made from scratch to include waves and not draw on top of a stencil

the gist of it is

IF
A = Abs world - Z value (which isn’t world z btw, I had to hand adjust) - B Mask
B = Z value straight up
A>B = 0

both
A==B
A<B

connect to another if:

IF
A = Custom Stencil - Mask R
B = Number of stencil for water
A>B = 0
A==B = 0
A<B = 1

is your Lerp Mask (between 0 Not there and 1, masked) so you plug the result of the second nested if into Lerp.
The rest is the colors of the post-process via Scene Texture input multiplications.

many thanks to** @** for the theoretical :stuck_out_tongue: