Available on the Asset Store Documentation WebGL DemoNew in version 1.5: Added alpha transparency versions of the Mobile, Desktop and Standard shaders. New in version 1.4: Optimized shaders and modified example scenes. New in version 1.3: Added UnderwaterManager.cs script to manage and edit multiple underwater shaders at the same time. Added "Underwater/Standard" shader based on Unity's physically based shader. New in version 1.2: Added Boost (_CausticsBoost) property. Renamed “Underwater/Mobile” shader from version 1.1 to “Underwater/Mobile Fast”. Added new “Underwater/Mobile” based on Unity’s “Mobile/Diffuse”. Modified “Underwater/Desktop” to support multiple lights. Added “Underwater/Terrain” and “Underwater/Terrain Fast”. Added “Pool” and “Terrain” demo scenes. New in version 1.1: Changed shaders from Low/High to Mobile/Desktop. Added shadows and bump mapping to desktop shader. Added height (World Y) based intensity to caustics. Added height (World Y) based color and intensity to fog. Underwater Shaders is a collection of surface shaders that come in 6 variants: Standard, Desktop, Mobile, Mobile Fast, Terrain, and Terrain Fast. Additionally, there are alpha transparency versions of the Mobile, Desktop and Standard shaders. The fast shaders calculate all lighting and fog effect in the vertex program. Fog is independent of Unity's built in solution and remedies fill rate issues on mobile devices. The caustic lighting effect uses a single 4 channel image, saving texture space. All animation is done in the shaders with no scripts needed.