Thanks for sharing your setup, Andy. One question (2 actually): why do you have a color in the opacity default shader? If it is meant to clean out water rendering outside the masked area, it is better to set it to black, IMO. Put me right if I got this wrong, guys.
And the displacement shader inside the water shader is useless as it is, as it needs a function input. Probably an artifact?
But the result is very nice!! Some clumps of clay, tiny pebbles in the mud would make this even better, IMO.