Hey everyone, sorry if the video feels a bit rushed, I didn't spend much time editing it. If you have questions, just drop a comment and I'll get back to you. And remember, give me a heads up if you want to use this underwater effect in your game. It's no trouble, but I'd appreciate it.☺🤝
Thank you so much! This effect looks fantastic. However, I've encountered an issue where it's not functioning properly in VR with multiview after building for Meta Quest 3. Do you have any potential solutions for this problem?
Since I don't have the Meta Quest 3 at the moment, it would be helpful if you could provide some screenshots or videos of the problem for me to better fix it.
@@paro456 There's no need for screenshots or video capture. After building for Meta Quest 3 with the Multiview option enabled, I see only gray in my left eye and black in my right eye. This can be fixed by switching the XR Plug-in Management in Oculus Stereo Rendering Mode from Multiview to Multi-pass in the Inspector window. However, this workaround reduces performance. Therefore, my question is: is it possible to achieve compatibility with Multiview for optimal performance?
Hey Paro, We love the resources you've created. We need to create a game as homework, the topic is related to spongebob, So we think your under water effect will be the perfect match to our game. We have cited the youtube link to the assets we use. And it is the best series I could found in TH-cam.
@@paro456 how do I find the renderer file used by the camera? And why do I have a Renderer in the Main Camera - not (URP-High Fidelity-Renderer), but (URP_Renderer)? (I use google translator)
Go to your Settings folder, find your renderer, duplicate it, then remove the underwater effect. go to the URP-HighFidelity (probably this name) file, click on the renderer list on the inspector, add this renderer without underwater effects. Finally, go to your camera and replace the renderer with the one without underwater effects.
Hello, Mr.Paro. I really like your tutorial of the underwater effect. But I encountered some errors when importing the package to my default new project. Could you help me to solve it? Thanks in advance. My unity version is 2022.3.20.
Super useful! Btw, the objects are rendered within its borders instead of affecting the whole scene, and the 2D background is not even modified, any ideas? Thank you in advance!
2D objects don't have depth, so they won't be affected by this effect. If there are other objects in the scene not affected, it might be because they're transparent materials. You can switch the Render Pass Event to After Rendering Transparent.
Hey I'm using unity 6 preview and I'm not able to view the option renderer in main camera which was mentioned at 1:26.Can you help me on that?Also I'm using this for my practice work is that fine?
I think Unity 6 will change a lot, making old effects incompatible, so I plan to wait for the official release before figuring out how to adjust. Sure.
Quick Question: How do I implement the underwater effect for the sprites. I created a URP 2D from the Rendering tab under Create section. Then I added SSAO and UnderwaterEffects, but it's not working
There is another issue! My fish is moving on X and Y Axis, at a certain position, the entire lighting goes dark. I've checked with various other gameobjects by turning them off, but when I turned off this render feature, it solved the lighting issue. When my fish moves to the right, the light is good, but as soon as my fish turns left, like it faces the other direction, the lighting goes dark. The effect stays there, but the lighting goes dark
Hi, I know it’s not showcased in this video, but do you have any advice on creating transparent water so you can partially see the skybox through it? I dont know why but I cant find anything specifically on it for URP, any help would be appreciated, maybe a link to a shader tutorial even
@@paro456 thanks man, I think i was trying to just find a material and download it but im willing to make the shader, I had to recently for bubbles so I’ll have a look and see if I can get it done without having to waste your time, I appreciate the offer in case im still struggling :)
@@paro456 Update: after watching your shader tutorial, I have fallen in love with you. Its got exactly what i needed, genuinely you make the most easy to follow unity tutorials I’ve seen, thank you so much
Hope someone can answer my question. I see in the tutorial that he already has that shimmering water surface. Am I missing something? Am I to create that on my own? Thanks all.
Hey everyone, sorry if the video feels a bit rushed, I didn't spend much time editing it. If you have questions, just drop a comment and I'll get back to you. And remember, give me a heads up if you want to use this underwater effect in your game. It's no trouble, but I'd appreciate it.☺🤝
how much time it took you to build this...be real
I spent three days creating the scene and models, and one day editing this video.
@@paro456 that's around 20hours for creating the scene...good work!
hi i would like to use this underwater effect in my game thankyou
@@harharrr9810 sure
Thank you so much! This effect looks fantastic. However, I've encountered an issue where it's not functioning properly in VR with multiview after building for Meta Quest 3. Do you have any potential solutions for this problem?
Since I don't have the Meta Quest 3 at the moment, it would be helpful if you could provide some screenshots or videos of the problem for me to better fix it.
@@paro456 There's no need for screenshots or video capture. After building for Meta Quest 3 with the Multiview option enabled, I see only gray in my left eye and black in my right eye.
This can be fixed by switching the XR Plug-in Management in Oculus Stereo Rendering Mode from Multiview to Multi-pass in the Inspector window. However, this workaround reduces performance.
Therefore, my question is: is it possible to achieve compatibility with Multiview for optimal performance?
Im having the same problem
@@PRodi_ Did you find a solution ? I'm having the same problem, plus, your fix isn't working for me, unless i'm doing it wrong aha
I would love to use this in the game im making, beautiful job
thanks man!
Hey Paro, We love the resources you've created. We need to create a game as homework, the topic is related to spongebob, So we think your under water effect will be the perfect match to our game. We have cited the youtube link to the assets we use. And it is the best series I could found in TH-cam.
Good luck with your project! ;)
But how can I find the settings folder, for some reason I don’t have it? (I am newbie)
1.Make sure you're using the URP pipeline.
2.It's okay if you don't have that folder. Just find the renderer file used by the camera.
@@paro456 how do I find the renderer file used by the camera? And why do I have a Renderer in the Main Camera - not (URP-High Fidelity-Renderer), but (URP_Renderer)? (I use google translator)
@@REZSTUDIOSOFF 1:26 The name is displayed inside the parentheses after Default Renderer. Try searching for it in the asset folder.
how to remove this effect in another scene becasue it is now showing on all of my different scenes
Go to your Settings folder, find your renderer, duplicate it, then remove the underwater effect.
go to the URP-HighFidelity (probably this name) file, click on the renderer list on the inspector, add this renderer without underwater effects.
Finally, go to your camera and replace the renderer with the one without underwater effects.
Hello, Mr.Paro. I really like your tutorial of the underwater effect. But I encountered some errors when importing the package to my default new project. Could you help me to solve it? Thanks in advance. My unity version is 2022.3.20.
Super useful! Btw, the objects are rendered within its borders instead of affecting the whole scene, and the 2D background is not even modified, any ideas? Thank you in advance!
2D objects don't have depth, so they won't be affected by this effect. If there are other objects in the scene not affected, it might be because they're transparent materials. You can switch the Render Pass Event to After Rendering Transparent.
Hey I'm using unity 6 preview and I'm not able to view the option renderer in main camera which was mentioned at 1:26.Can you help me on that?Also I'm using this for my practice work is that fine?
I think Unity 6 will change a lot, making old effects incompatible, so I plan to wait for the official release before figuring out how to adjust.
Sure.
awesome!
Quick Question: How do I implement the underwater effect for the sprites. I created a URP 2D from the Rendering tab under Create section. Then I added SSAO and UnderwaterEffects, but it's not working
Since this effect relies on the depth texture for implementation, and sprites not have depth values, they won't be affected.
@@paro456 I used Unlit Transparent Cutout, and it works on materials that uses png textures. Anyways, thanks for the big help. Appreciate it
There is another issue! My fish is moving on X and Y Axis, at a certain position, the entire lighting goes dark. I've checked with various other gameobjects by turning them off, but when I turned off this render feature, it solved the lighting issue. When my fish moves to the right, the light is good, but as soon as my fish turns left, like it faces the other direction, the lighting goes dark. The effect stays there, but the lighting goes dark
Hi. Could I use this effect for a personal project I am working on? It consists on a character diving underwater. Thank you!!!
@@nachovillarroya7782 Sure!
cool effect 😮
Hi, I know it’s not showcased in this video, but do you have any advice on creating transparent water so you can partially see the skybox through it? I dont know why but I cant find anything specifically on it for URP, any help would be appreciated, maybe a link to a shader tutorial even
My channel has some tutorials on water surface shaders. If you're interested, you can discuss more details with me through Discord.
Discord : paro456d
@@paro456 thanks man, I think i was trying to just find a material and download it but im willing to make the shader, I had to recently for bubbles so I’ll have a look and see if I can get it done without having to waste your time, I appreciate the offer in case im still struggling :)
@@paro456 Update: after watching your shader tutorial, I have fallen in love with you. Its got exactly what i needed, genuinely you make the most easy to follow unity tutorials I’ve seen, thank you so much
@@JApl1n I'm glad you like it.😀I'll reply during my free time, so it won't be a waste of my time, don't worry.
Hi, you're doing great works. If i may to ask, how do you create seaweed animated ?
I use the sine node to control vertex displacement to simulate seaweed animation.
I could use it in a VR project for Oculus Quest 2?
I'm not sure if this can be applied to VR devices. If you run into any issues, let me know.
bro did you apply for VR
I am having many errors
Hope someone can answer my question. I see in the tutorial that he already has that shimmering water surface. Am I missing something? Am I to create that on my own? Thanks all.
This channel has water surface tutorials. Check them out when you have time.
Quick Question: In my URP Settings, I can't find the "Underwater Option" under ADD RENDERED FEATURE
What version of Unity are you using, and which version of the underwater effect did you download?
@@paro456 I'm using 2021, and I downloaded both.
@@DBZFighters Did you find the inspector that looks like the one on the right at 1:35 in the video?
Yes I did
@@DBZFighters Have you place the files in any location within your asset folder? And did it show any error messages?
Hello, Could you send me the project in the video? It’s possible without a map, I just can’t do it.
This effect can be used in any URP game scene. If you have more questions, you can ask me on Discord.
Идеально. Спасибо
You are the best!!!
I love you