My water is just a transparent plane with a little noise.
I now have a setup where I use Pixel and Scene Depth, which doesn’t fully work.
This is the reference I am trying to recreate, with some images how the scene looks
Is there another way I should approach this? What is the reason for my water looking bad when it is behind an object?
I dad not done such effect, however it needs three elements/parts (imo):
way to paint gradient around all water edges (like ambient occlusion gradient everywhere water mesh intersects with anything else, and some gradient from that line)
with this gradient done you can use vertex shader to actually modify water mesh (needs higher polycound or more dense vertexes around edges)
some water visual effect, and with vertes shader bending mesh at edges i think fresnel could be used here
And harder part (one that i have no idea how to do) is that making gradient line around edges.