I'm trying to do something along those lines but there must be a missing element - I can't get the refracted parts of the immersed object to align with the parts that are sticking out above the surface - clearly the uv offset is off. Could you provide an example of what the shader graph should look like?
Mine looks like this. There are several problems with it, eg, the surface is semi transparent and I can see the undistorted parts of the immersed cylinder which I want clipped just like when using the Refraction property on a standard material.
image url: https://imgur.com/a/rqlj2yp
The result so far is (image url: https://imgur.com/kuPengD). You can see the problems. the bottom of the cube, which is under water, is still seen unrefracted from under the refracted projection. The other problem is the refracted projection extends beyond the cube into the distance - it basically stretches along the y coordinate of the screen uv... How do I fix these?