How can I create a running water shader for a real time game ready fountain asset?

I want to emulate something like this or this, but I’m unable to find any real documentation on this sort of thing.

Now that sounds expensive (in draw time) now you’d want to fake it as much as possible. If I where you, my first thing would be to understand this https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1ga0aV9jVqJgog0VWz1cLL5f/rDHxxk0y2D4/

Alembic - in layman terms - baked simulation.

Now shader/Material - well that’s a tough one , as i’m only an aspiring technical artist, I would also look at some of the water materials from the learn tab in the Epic games Launcher.
here is a possible starting point:

and If I recall this simulation vid also talked about fuilds
https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1ga0aV9jVqJgog0VWz1cLL5f/CWzPP5FAYAg/

Regards:

GIGA-Money