A simple demo including the following content:
- HLSL compute shader to calculate water velocity and normal
- A water material with advanced screen space refraction and planar reflection
- all kind of water interactive ways (ripple / direction / height / foam etc) 
Planar reflection can't rendering shadow or sky correctly and some other visual issues somehow caused by the oblique projection matrix. The current alternative is to add an additional scene rendering task to render the sky separately and synthesize it in the material.