I agree with Hetzen about that "a node network should be able to determine distance from shore", instead of masks, and in fact it does in the wave sinuses. I would think the same could be used to have the foam taper off. But I haven't figured that out. It would be great if we ended up with a clean and clear TGC to be plugged in as a waterworks-workaround, which would work in all circumstances, and is adjustable to certain needs. Just like Oshyan said.
The other thing I would like to have is a constant added somewhere to increase the breaker height. I tried something with an 'add' before and after the sin function, but it didn't work (for me). And perhaps some sort of 'twist and shear' to get the overhang controlled, with more overhang on the breakers closer to shore. The problem with the current twist and shear is that it works one way, not in a direction compared to shallow-deep water. You cannot plug anything into it.
And perhaps something to get foam where the water's edge meets land (or objects), yes, we're very demanding... The foam on my beach is now a surface layer in the shaders list, carefully placed where the water meets land, but it should really be 'on the water'.
I'm very curious where we'll end up.
---Dune