Stylized Water 3 - Underwater Rendering (Extension)
8.Troubleshooting/FAQ
Console errors
Error: 'UnderwaterRendering.Load()': no suitable method found to override Please go back to Getting Started. You’ve imported the Underwater Rendering extension without having updated Stylized Water 3 to v3.1.0+
Error: undeclared identifier 'LightAbsorption' at 3/Shaders/Underwater/UnderwaterFog.hlsl(113) Please go back to Getting Started. You’ve imported the Underwater Rendering extension without having updated Stylized Water 3 to v3.1.0+
Trying to SetRenderAttachmentDepth on a texture that has a color format R32_SFloat. This is attributed to a bug in URP. On your active renderer, set the “Depth Priming Mode” to “Auto”.
RenderTextureDesc graphicsFormat <...> is not supported on this platform This regards a very niche edge case where you are using a custom Environment Reflections (under Lighting settings) cubemap from a texture file, which will be compressed. This in turn will not be supported. Solution: Set the “Source” back to “Skybox”. A third-party rendering asset may be forcibly doing this.
Rendering
Some materials appear invisible underwater, or appear horizontally cut in half Transparent materials require specific treatment. You have likely not configured the render queue of your material correctly. For more information see Transparent Materials.
Objects underwater appear to have a bright outline This artefact is attributed to having MSAA enabled, which causes a descrepancy between the scene’s depth information and the anti-aliased color.
No rendering takes effect, even though the camera is inside an Underwater Area It’s possible for the Box Collider of two Underwater Area components to intersect. This results in the “other” area being detected as active.
Underwater rendering suddenly gets disabled at certain camera positions/rotations The camera has likely moved outside of the Underwater Area’s box collider