Right now the water is not great and looks pretty much identical to the unity’s default water shader without including the screen space reflections which only work if you use Temporal antialiasing. Like the water feels really fake since it doesn’t deform stuff underwater it only deforms the screenspace reflection and cubemap reflections but not the stuff underneath it. Which then looks something like this if you look at it at a certain angle
Like the water is barely visible and sometimes you can’t see the water at all. (I’m using the highest settings possible in that screenshot without including ambient occlusion which I had disabled for some reason but enabling that makes no difference)
If you just used a simple bump map it would deform it more realisticly instead of using a shader that will have problems around the edges. Kind of like how it was done in HL2 or GTA V.
This article explains how they did the water in GTA V if you just scroll down a bit it will show up.
It basically just uses a bump map and some other fancy stuff but since you already use screenspace reflections you probably don’t need to do all that other stuff except maybe you need some kind of refraction map to get better fog in the water. I don’t know if this will affect the performance but I’d like to at least have an option to have better water and then maybe lower qualities could use the current water shader.