PCS:
https://forum.game-guru.com/thread/219637#msg2599923
you can make the current water shader look exactly like the above, i did add many different parameters to the shader that you can adjust to your needs , and sure the "slider" change will make it more easy to make those changes , but i already made everything as parameters so you can already do it now!.
This is the parameters i made available in the shader water_basic.fx:
// PE: new water settings.
// At some point we might move this to settings.fx to make it more easy.
// NOTE: Make a backup of this file before editing settings, just in case :)
// Only one of the WaterCol lines should be active.
// You can change the color in format RGB, divide by 256, so Color value 128 = "128.0/256.0"
float2 nWaterScale = { 155.0f , 155.0f}; // PE: wave size higher = smaller waves default 155.0,155.0
float distortion = 0.0055f; // PE: water distortion reflection default 0.0055f
float distortion2 = 0.030f; // PE: water distortion waves default 0.030f
float3 WaterCol = { 158.0/256.0 ,168.0/256.0 , 198.0/256.0 }; // PE: more neutral water
float3 WaterSparkleCol = { 290.0/256.0 ,290.0/256.0 , 290.0/256.0 }; // PE: Higher sparkles skine more.
float WaterTransparancy = 0.75f; // PE: Water transparancy lower more transparant, default 0.75
float WaterReflection = 0.50f; // PE: Reflection higher = more reflection , default 0.5
float WaterSpeed1 = 35.0f; // PE: Speed 1 lower = faster default 30.0f
float WaterSpeed2 = 70.0f; // PE: Speed 2 lower = faster default 70.0f
float genericwaveIntensity = 0.75; // PE: Generic wave , default 0.75 , values 0.0-1.0
float2 flowdirection = {1,1}; // PE: Direction water flow. you can also use minus values.
#define USEREFLECTIONSPARKLE // PE: Use reflection colors in sparkle.
float reflectionSparkleIntensity = 1.90; // PE: Sparkle Intensity , higher = more bright
You should try to change the distortion/genericwaveIntensity values to get more waves, and use the flowdirection to set the direction of the water