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.
Accidently posted this in another reply, but this seems to work, but not if you back up into the floor of the scalar naturally.
It does, as far as I can see, but I would alter just a few things, like here.
Yeah I thought about the leverage as well, but I figured that both inputs is more like a boolean. I test some scenarios to make sure it didn't flip (like at random during different renders or altitudes).
Actually I see your leverage goes into both inputs which would just raise the water level some, which makes sense in case any added disp sinking terrain.