In looking at the images at the top of this thread again, the animation files are probably darker so they don't meet the threshold for the seafoam effect to be triggered. This can be adjusted in SeaWater.fx using a different value in #define FoamAmount 0.32.
The more watery look is probably because the alpha channel pattern shapes have less directionality.
You can also adjust the values for WaveBump and WaveScale in SeaWater.fx in combination with the <WaterDetailTextureSize val="5"/> value in ConfigOverrides.xml to adjust the wave, and surface ripple heights to give it a more or less dynamic fluid look.
For those earlier shader packs I worked on my bias was toward calmer looking seas, but the beauty of AnKor's work is that all of this is easy to customize to get the exact look you want.
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