This is a project i did to get better at water shading and animation techniques. The animation is handled via flowmaps that direct Gerstner waves and normal maps, similar to the Vertex Animated Water I made a while back. Shading features include depth fog/color, adjustable cubemap reflection, and a Blinn specular. 

The shader graph is fairly large and I had to use material functions a lot to keep things reasonable. Here is an overview of the full material in UDK, with custom functions pasted in and noted with colored boxes.
The animation is based on some work I did in CGFX. Here is an early prototype when I was still painting the colors directly.