And nr. 6.
Tut in short: Power fractal slightly stretched ridges, color only (reduce roughness, and uncheck clamping), animate Z and Y in a transform shader (I used 2 animated transform shaders, where one rotated the fractal about 20ยบ, multiplied the outcome to get waves to peak where they interact, you can also use 'add' for less impact), feed into displacement shader for waves. Output of the (multiplied) transform shaders feeds into color adjust shader, where you adjust the peaks. Feed into the translucency and luminosity of a default shader, which also bears the water colors (subtle bluish and green); I had translucency at 2, luminosity at 01. The displacement shader I output to a surface shader, which bears the default shader as child.
So now the tops of the waves light up. You can use the same, or another, color adjust shader to define the peaks for the foam, so feed that into a surface shader's mask input, where you can add a 'foam' fractal as a child. That surface shader of course goes after the default shader. Then feed that output into a reflective shader, and into a lake or plane.