Simple water shader prepared with ShaderGraph in Unity 2019.3.1f1. Has still a lot more work to be done but still might be of use to someone so here it is :) Not likely to get updated frequently but will be updated eventually.
Demonstration Video: https://youtu.be/rvMm2hA8FtM
Demonstration Video for 2019.3.0f1: https://youtu.be/trioIIom-Qw
My asset store page with other cool HDRP stuff like glasses, flame vfx and more: https://assetstore.unity.com/publishers/19358
A conributor just fixed a weird ripple issue that happened with camera movement. Merged the pull request. Credit: https://github.com/ryantwarner
Renewed the shader to be compatible for 2019.3.1f1. Added a tiny tiny readme which also includes a link to my asset store page. (Because why not? :) )
Also added a .unitypackage file for convenience.
Added a working scene file with an example
Added wave controls and Edge foam settings.
Added waving and a crude way of edge foam. Will improve but still should be useful enough :)
Just drag 1 or 2 normal maps to the textures and have fun with the settings :)
Settings(Skipping obvious ones like the main color):
Top Color: The outside color of the fresnel effect.
Speed: Sets the speed of blending. Can get jiggy on high speeds.
AngleDim: Sets the power of the fresnel effect (The color changes depending on your angle of view)
Smooth: Specular smooth.
A lot of wave settings (Just tinker with them and you'll see)
Edge Alpha: Adds the alpha from this texture to the foam. Can be used to add some form of simple variance
Clamp Edge Brightness: You will need to adjust this especially if you have bloom enabled.
Edge Offset: How long is the foam?
-Preventing "intersection repeats". You'll notice probably after tweaking it some time.