Ben Cloward has the right tutorial that would get you to understand the part about sweeping time for waves as the one for raindrops.
Same theory, different image you run against. Different math to achieve it too, but same base theory.
Re the fresnel etc, maybe just remove it.
There really isnt any need for super special stuff on most water.
In fact, you’d be normally hard-pressed to even see it as seethrough in a natural setting in most places where people live.
In other words: I have only ever seen Hawaiian like shores in Hawaii… attempting to make a convincing material for hawaii and then applying it to Detroit makes littel to no sense…
Water in games isn’t a “one size fits all” ordeal even if at the molecular level all H is 2 O…
Single Layer Water usf builds some common things in for you, making entry level coding of the material much more of a breeze.
Without it, you need to worry about sort priority of waves and a bunch more.
If you can find it, you can likely lift the old materials off the community ocean project.
And even if you dont like it, you can learn from their materials which are made from scratch through practical use of the engine at that version and what it was capable of (not much, unreal has never done transparency and reflections right).