Use new material property called max displacement.
User who has been working with an Ocean Shader for some time noticed that on updating to 4.8 Previews, the Adaptive Tessellation is not updating correctly when the mesh displaces from out of camera frustum to into camera frustum and causing cracks to appear in the mesh (very visible in Wireframe View).
Also Reproduced in Main Promotable-CL-2568226
4.9 and 4.76 Project available [Link Removed]
RESULTS: Tessellation in Main (and 4.8) is causing cracks in material (See Image in Description)
EXPECTED: Same Behavior from 4.7.6 project
Head over to the existingAnswerHub thread and let us know what's up.