Thanks for breaking down my problem Trideka... I was struggling a bit on that decision. I'm going for using the fisheye post effect, since it's prettier and, hey, Unity Pro trial (thanks Sophie + Unity!
). To maintain disorientation to an extent, I've ramped up the fishlensing so it's acting on a 120 degree field of view.
I'm glad you like what's up so far, Lionel
I'm having a lot of trouble stopping myself from fiddling with this. There might just happen to be another update to the demo up.
- water surface; swim above it and you jump out of the water and flop back in
- reset key in case of getting lost / stuck (hit R)
- shadows, and an invisible fish model for the first person fish to cast a shadow (I got the model online for quick testing, and I'll make my own later)
- dynamic changing of environmental settings depending on current depth / being out of water (fog colour, ambient light, shadow intensity, sunlight intensity, camera background colour)... so when you jump out of the water, it goes from murky blue to dazzling white + cyan + yellow
- particles suspended in water only appear below a certain height
By the way, if anyone's wanting to cast a shadow from something but not have it visible to the camera, you can use the shader code found here: http://answers.unity3d.com/questions/26 ... adows.html