It looks like the water now has two kinds of reflections that are combined at runtime; screen space reflections and an environment cubemap, where I guess the cubemap changes depending on the time of the day to simulate sky reflections. I can only guess, since the water shader is not open source, so please be grateful if I am wrong :)
Since this is okay-looking and performance friendly, it might need one adjustment to improve the realism. The sky cubemap reflections appear too close to the coastline, causing unrealistic wave colors. I can see that these reflections fade out next to the shore already, so there must be a kind of alpha map or water depth test already, which could be used to improve this even more.
To improve the water quality, I suggest fading away the sky reflections earlier, thus move them away from the coastline even more. The sky reflections work visually great in the distance, but not-so-well next to the shore.