So you want a wall rising out of a sea, with land behind. Why not do this procedurally? Get position in texture, X to scalar, smooth step with 2 constants to create a slight softness, warp shader, warping done by vector to create an undulating separation between black and white. Then use this mask to raise the land (and add smaller displacements there. Then a compute normal, then a surface layer with fake stones, and minimum slope, and you've got the stoney wall. Add a sea and Bob's your uncle.