I have few questions about new pro water:
a) Does terrain work like occludor? Or should I make mesh with exact shape of my ocean, including “holes” for islands?
b) Can I modify density of waves? I scaled sample mesh 20x and waves are almost not visible (which of course makes sense, i need to scale number of waves 20x too). I tried every parametr I found, but without success. Or this is wrong approach and this water should be used different way?
a) Just have your terrain rise through the water mesh. Anywhere it rises either through or near the surface of the water the shader will automagically add shoreline foam.
b) You should be able to. I haven’t had a lot of time with the latest version (it was only completed a few days ago) so I don’t recall the exact setting that you need. Another option is to create your own mesh for a larger area. I tried this with 9 mesh tiles, each with 32x32 polys. If you do it that way your can turn off the tiles that aren’t in view and this new shader keeps the tile edges in perfect synch.
I know, but question is, if terrain works like occludor. For small island is no problem to have water “under” surface, but i have HUGE continent with ocean around. And if the terrain is not occludor for water, there will be performance penalty.
That edge synching is really nice, I will try it for sure. Is there any documentation for new water? Because information like this are critical for correct usage and if you havent told me, i would never know 
How did you achieve that seamless effect? I was not able to do this, my planes are always out of sync.
I didn’t do anything special, I just looked at the original disk-shaped mesh and created a square mesh that was similar. The UV mapping was the only tricky part, but I basically created a 32x32 grid in Blender, rotated it so it was like the original and then scaled the UV so it was similar to the original. Then I replaced the disk-mesh in the ocean prefab with my square mesh and saved the changes to the prefab. Then I just positioned 9 grids in a 3x3 square and it worked. I didn’t need to do any tweaking at all. Might have been dumb luck that it worked first try, I don’t know. My best guess is that perhaps your UV mapping isn’t right?
I have some problems with new water and layers. If i have three cameras with clipping planes 0,3 - 45, 45-100,100-1000 and there are visible seams in new water. I tried to make forth camera just for water (layer water), but water does not work, it looks like it is dependand on layer “default” too.
Anybody achieved to make some bigger water plane? I am still not able to merge two smaller water tiles.