Im just combining all my knowledge accumulated over the past years into a big ocean shader. The pretty depth falloff colours use the new 4.26 Single Layer Water shader domain. Waves were made combining Gerster Waves (a custom material function) around 16 times - both for small details and the larger ocean waves. The seafoam approaching the shore uses a Runtime Virtual Texture, and this solution will work for any landscape that draws to it! (See my previous video on the topic!) Some glistening aspects of the water uses a custom specular mask combined with the existing normals - plugged into the emissive channel.
Sometimes all it takes with Gerstner waves is finding the right parameters to make it look good - plus getting the normal calculation correct!