Water Shader Help

From what I’ve seen, tesselation is likely to have a connection to distance (watch it in wireframe mode, as you come closer, the tesselation looks more detailed). Might be the way the wireframe is rendered though. So one approach might be hooking the pixeldepth input to the tess.multiplier. Another approach might be this one:

https://wiki.unrealengine/Distance_Based_DX11_Tesselation_-_Video