Water Depth = Scene Depth - Fragment Position. Lerping between the two colors. Scene Color generated with transformed Scene Position, used a Normals Map generated with a time looped gradient noise.
To see see a fullscreen Shader Graph effect to do URP outlines & using a custom function node - download the unity package here. Custom Function Node Documentation ...
Do you really know all the ins-and-outs of Unity shaders? It’s time to step up your Unity game and dive into the new URP render pipeline, the Shader Graph tool, and advanced shading techniques to ...