Your comments

The issue kind of stays the same with the depth buffer writing disabled. The particle looks alright when looking at the shallow parts and the deeper parts look good close-by , but when I zoom out the particle will be clipped away or the water is rendered atop the particle.
No that doesn't do a thing;(
Bytheway the problem is only on the 'deepest' parts of the ocean, at the places where I can still see the ocean floor works the particle look fine.
I did some more test with this and I get the same problem with Light Mode to Blinn-Phong and Alpha and Emission connected but not the Diffuse.
Now you got to connect the Blue channel in the Alpha slot and than it won't get brighter than 1. (If your texture has an alpha channel the same happens as with the blue channel.)
 
I expect when I pump up the emission the caustics will get brighter, instead the emission can't get past 1, every higher value doesn't do a thing. This works fine with the shader set to Blinn-Phong mode but I thought performance wise the effect would be better in Unlit Mode. But than the emission doesn't work the same.
Thx
Then there is something wrong with my setup? The example is your example refraction shader.
Hi, any idea for when this is planned? Because it would we a great improvement if we could use the cheaper vertex lights and of course is the pixel light usage limited in forward rendering.
Thx. Still like the editor a lot!! Great work.
Hi As you can see I'm trying to make a skin shader. The problem is when I use the Transmission and the Light Wrapping slots the shadow's of the directional light kind of blocks the effect. Is there a way around this?