assuming your water uses world space coordinates and your texture sampler is set to wrap: clamp you can just add the world position of your splash location(through a vector parameter) to the UVs before it goes into the texture sampler.
assuming your water uses world space coordinates and your texture sampler is set to wrap: clamp you can just add the world position of your splash location(through a vector parameter) to the UVs before it goes into the texture sampler.