When you use refraction in a water shader it effects everything in front of the water as well as behind which can look kinda rubbish. I have been doing some research and have found out if you change the rendering queue order for all objects in front of the water it fixes the problem. The problem with this fix is the sinespace avatar is internal. So how would I change the rendering queue order of the sinespace avatar? There are other ways to fix this problem but they are a lot more complicated and slightly above my level. I found this doc from nvidia on the subject if anyone can help me implement it (preferably in shader forge as that's what I used to make my water shader) . https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter19.html I believe suimono uses the masking solution in this doc to fix this problem.