It’s been suggested before, but not in a descriptive way, so I’m taking it into my own hands:
Water would be cool as a block with texture animation all around, like lava and whatnot but don’t have surface deformation. simply allow the player to pass through the block, and add friction when you within the block Grabbing could be slippery, as in you can grip and move forwards but your grip isn't as strong and glides.
You can modify friction, transparency, resistance, grip strength, buoyancy, all sliders you would expect.
And there could also be an underwater affect, like a thin and transparent overlay on the screen that is the average color of the water block, also like an underwater fog setting that could be altered. You can change the color of the water and whatnot.
But keep in mind when I say water, I don't mean water as in physical water, just a block that you can pass through as IF IT WERE water.
||And if you need an example, it pains me to say it because of the stigma, look at how water behaves in gorilla tag. Just make that a block with some sliders.||
SHADER SPECIFICS:
You could adjust the transparency of water but it placing two water blocks in the same region wouldn't add their opacity together, so if you have two 50% opacity water blocks, their intersection wouldn't be 100%, it would still be 50
so you can create more complex shapes like a shoreline or whatnot without having to worry about that kind of thing
if you have two separate water blocks with opacities like 25% 75%, they still wouldn't add, where they intersect is now 75% opacity
imagine in an art program, when you draw with a brush. If you lower the brush opacity, you can draw strokes over each other and the intersection gets more opaque. But if you keep the brush at full opacity and lower the layers opacity, then there are no weird overlaps.
Basically, if you have water blocks intersecting, the intersection will only be as dark as the block with the highest opacity.
/j
