Water Break Effect (Content-Driven Multipass Rendering GDC 2017)

Hi.
In the Multipass Rendering GDC Talk they show of an effect which isn’t talked about, and that is this water break effect (See Image). Anybody have any idea on how to achieve this?

You will need to have an opaque or masked water material (so that it renders in the depth pass). Then set a high “near blur” value on your post process depth of field to cause the edge of the waterline closest to the camera to blur.

Also, you will probably want to use a pixel depth opacity mask to ‘cut off’ the edge of the water closest to the camera.

Probably here is the solution
https://forums.unrealengine.com/development-discussion/rendering/22804-underwater-fog-half-in-and-half-out/page2?52118-Underwater-fog-half-in-and-half-out=