The pack content looks decent but it’s not exactly usable in large scale.
It’s also made to work with either vertex paint or separate shoreline meshes. Both of which have their drawbacks when you are working on a large environment.
The only thing I could think of to pull this off correctly is to actively read the train’s heightmap values at runtime to determine the position or the fade of the wave.
Needless to say it would be rather expensive to do so every frame for every portion of the ocean.
I like this idea though.
granted, this too is a nightmare to create and manage for my map. Which features a gulf like area.
https://eidosmontreal.com/en/news/hitman-ocean-technology