Been away for the week to 'study waves and foam' on one of our islands. Next one will be a lot better. I just need a way to circumvent 2 RT-reflective shaders interacting, as that really explodes render time.
If you want a smooth beach, you just start with the basic planet, and mask from there. Deepen the seabed to the east, and raise the beach to the west, and have the dunes 30 odd meters away from the waterline. This is all based on a get position in texture, an x to scalar, and then a lot of smooth steps where you can set the hard or soft edges, transform or warp them. But you can also do this with a set of simple shapes (and merge shaders). And all these masks can be used for the beach (planet) or the water (lake or plane).