At the moment transparency is not implemented.
In the video below a different normal map is used to create fine surface details. I will try to replace this normal map with capillary Gerstner waves in the future. The video also has improved water color and shows sun reflections.
I’m using the BlendAngleCorrectedNormals node to blend the Gerstner normals and the the additional normal map, but this turns out to be quite expensive. I will explore other ways to blend the normals to improve performance.