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I'm picturing an additional shader pass that performs a Gaussian blur on the full frame if the Player's eyes are underwater. Here's a couple of good resources:
Some kind of underlava effect is also necessary. It can probably be very similar to the underwater effect, but with more distortion and an orange tint.
I'm picturing an additional shader pass that performs a Gaussian blur on the full frame if the Player's eyes are underwater. Here's a couple of good resources:
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