# Limitations

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**OpenGLES3**

While OpenGLES3 is technically supported, you might encounter some [banding artifacts](https://alexander-ameye.gitbook.io/stylized-water/troubleshooting#banding-artifacts) due to precision constraints on this platform.

There is also a known issue on OpenGLES3 where surface foam doesn't show up properly. This will be fixed in a future version.
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**Direct3D12**

Unity themselves mark Direct3D12 as *experimental* so it's always possible that you see artifacts or drops in frame rate.
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**Non-planar meshes**

Currently the shader will only work on planar meshes and not on cubes or spheres.
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**2D Renderer**

This shader will not work with the 2D renderer in URP.&#x20;
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**Underwater Caustics (version 1.1.0+)**

While caustics can be shown underwater, there is a limitation when looking underwater at some angles since the caustics can not be shown above the height of the camera so caustics can only be displayed on regions below the player. This might be addressed in the future. [More information](https://alexander-ameye.gitbook.io/stylized-water/features/underwater-effects#underwater-caustics)
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**Waves**

Because the shader is transparent, you might see artifacts when using steeper waves. This asset is not meant so simulate oceans, just to have some waves.
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