Submerge

As light moves through murky water it is scattered by a myriad of tiny particles, causing the water to slightly glow. Because the light loses intensity as it is scattered, deeper water glows less than shallow water.

Submerge simulates this scattering effect, giving a realistic coloration to underwater scenes.

When the camera is under water select Submerge as the camera volume shader. When the camera is above water, select Submerge as the water surface object's volume shader.


Parameters

Water Color sets the color of the water.

Vertical Gradation controls how quickly the water becomes dark. Lower values will cause the water to be nearly uniform in color, while higher values will cause an abrupt change in water color, from the lighter areas towards the surface to the darker regions below.

Density controls how murky the water is, i.e. how quickly objects disappear as they become more distant. (Density is identical to the Density parameter of the Mist shader.)

NOTE: If banding occurs when using Submerge, simply turn on "Dithering" in the Render dialogue box to correct it.

The effect applies only on a vertical axis. Use Base Plane Normal and Base Plane Distance to specify the vertical axis direction and distance relative to the world coordinate system origin.

NOTE: When the Base Plane is at the same position as geometry the shader cannot determine whether it is above or below, then artefacts can appear. Move the plane with Base Plane Distance to avoid overlap.