I'd really like to solve Hannes, and my issue with global shores.
In my setup, the sphere is displaced by a constant scalar, which is your water level. Waves are then derived from the terrain scalar with some smoothing.
My issue is masking the surf to the shore procedurally. Any setup I do with smooth step/linear doesn't work when the water level is changed beyond X. It'll flip, or disappear under the water level mask. What am I not getting here?
In the example it looks right in the surface layer as is, but once you try out different altitudes, it doesn't work right.