Wave Intersection Shader Artifacts? (Shader Graph)

Hi there everyone! This is my second(?) time posting here for help, and I’ve been programming for a decade at least, so you know I must be desperate.

tl;dr - Waves shader with intersection effect, getting artifacts on the far side of objects like this:

Well! I’m pretty clueless when it comes to shaders. I’m no good, really. But I’ve been learning how to use the Shader Graph! Recently I’ve been working on a coolio water shader, and I wanted a neat-o effect where the water intersects with land. The waves part was simple, and I was able to get the intersection effect working using a LinearEyeDepth subshader and an example of a forcefield shader I found on the forums by a “ssartell” (Here’s a link to the post: Feedback Wanted: Shader Graph page-26).

Linear Eye Depth:
Forcefield Shader:

And after editing it a bunch, I got this sort of effect:

Added in the waves, and here’s the full shader graph:
Imgur: The magic of the Internet - (Unlabeled)
Imgur: The magic of the Internet - (Labeled)

But it doesn’t have the desired effect. The intersection effect is still showing up on the far sides of objects. Here it is with a simple sine wave shader with a color gradient:

The undesired effect worsens as the amplitude of the waves are increased.

And honestly, I haven’t the faintest clue how to fix it. I’m not even sure what’s happening here.
Would anyone be kind enough to give me a helping hand?

I’d really appreciate knowing what is causing this and how to fix it. Thank you!

Hey did you ever resolve this? Running into this issue now.

What version of Unity / Shader Graph / SRP are you using? I think there was a bug in the Unity 2018 versions of Shader Graph that modifying the position didn’t modify the position sent to the fragment shader, so the world position and screen positions are wrong that they’ve fixed in the latest versions that require Unity 2019.