Ocean Shading - Use pixel data in vertex computations

I’m building a simple and fast tesselated ocean shader. As usual I’m using DepthFade for detecting shores and managing foam blending and opacity.
But I also want to use this pixel data attenuate the displacement of the waves as they get close to the shore. Is there a way to get this done and avoid vertex painting my shores? Maybe a vertex shader equivalent for the DepthFade node? A custom node with some HLSL magic? I also thought of somehow reading the pixel data from the material in a Blueprint and reinjecting it to the material, but I don’t think this is possible.