Seeking guidance on implementing selective terrain exaggeration with different rates for land and ocean using Cesium World Bathymetry

I’m working on a Cesium project where I need to apply selective terrain exaggeration to visualize global elevation features using Cesium World Bathymetry, with distinct exaggeration rates for land (above 0m) and ocean (below 0m) to highlight their features at maximum zoom levels. I’ve attempted a custom terrain provider to modify quantized-mesh heights dynamically, but despite successful height modifications (confirmed via logs), the visual updates aren’t reflecting in the scene, likely due to Cesium’s tile caching. I’ve also tried a PostProcessStage approach, but struggled with accurate height sampling from the depth buffer. I’m looking for insights or simpler methods to achieve this dual-rate exaggeration, as the lack of online discussion suggests there might be an obvious solution I’m missing. Any advice on forcing terrain updates, better height sampling, or alternative approaches would be greatly appreciated!