Crest has several controls on the water material pertinent to stylization.
Example
Check out the Stylized sample which has most of the following advice already applied.
Stylized water will often have simpler details to give a clean look to match the clean and simpler look of the scene. This can be done by muting normals and giving foam a more defined, toon shape.
The water surface material has the following properties which help the most with stylization:
: This affects the strength of the final normal. Reducing it can give a simpler, cleaner look (consider increasing refractions if lowering).
: Provides finer detail which can be disabled.
: Reduce to give a more defined, toon shape.
: reducing this value to reduce darkening.
: Changes reflectivity grazing angles.
: Reducing this value gives the surface a more see-through look when looking through the surface from underwater.
: Changes reflectivity grazing angles.
: The alpha channel will change visibility below water.
: Increasing this value will increase scattering color at wave peaks.
Furthermore, the material has texture slots for more significant customization:
Lastly, there is also the underwater material:
Density Factor: Decrease to increase visibility when underwater
Out-Scattering X: Reducing these will reduce the darkening effect when underwater
All of this is for a more clear and reflective look. Alternatively, you could go the other way with water which focuses on a strong the water color.
There are many other properties on the water material to adjust the look of the water - each having tooltips worth reading!