PostDepthToWorldPos in surface shader

How can I port Bgolus’ PostDepthToWorldPos logic to a surface shader? As a fragment shader the result outputs correctly, but when rewritten as a surface shader it simply flickers in response to the position/orientation of the camera. For reference, after stripping unrelated functionality, my surface shader port looks more or less like this:

Shader "Custom/Water"
{
    Properties
    {
    }
    SubShader
    {
        Tags { "RenderType"="Transparent" }
        LOD 200
      
        CGPROGRAM
        #pragma surface surf Standard alpha addshadow fullforwardshadows vertex:vert
        #pragma target 3.0

        struct Input
        {
            float4 color : COLOR;
            float4 pos : SV_POSITION;
        };

        UNITY_INSTANCING_BUFFER_START(Props)
        UNITY_INSTANCING_BUFFER_END(Props)

        void vert(inout appdata_full v)
        {
        }

        UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
        float4 _CameraDepthTexture_TexelSize;

        // Reconstructs view position from just the pixel position and the camera depth texture
        // source: https://gist.github.com/bgolus/1933a1b0b4e1c422021a7baa2e6b745d
        float3 viewSpacePosAtPixelPosition(float2 vpos)
        {
            float2 uv = vpos * _CameraDepthTexture_TexelSize.xy;
        #if UNITY_UV_STARTS_AT_TOP
            uv.y = (1.0 - uv.y);
            uv.y = (uv.y - 0.5) * _ProjectionParams.x + 0.5;
        #endif
            float3 viewSpaceRay = mul(unity_CameraInvProjection, float4(uv * 2.0 - 1.0, 1.0, 1.0) * _ProjectionParams.z);
            float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, float4(uv, 0.0, 0.0));
            return viewSpaceRay * Linear01Depth(rawDepth);
        }

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            
            float3 viewPos = viewSpacePosAtPixelPosition(IN.pos.xy);
            // Camera space and view space are flipped on the Z axis
            float3 worldPos = mul(unity_CameraToWorld, float4(viewPos * float3(1.0, 1.0,-1.0), 1.0));

            o.Albedo = (1 - saturate((3 + worldPos.y) * 1.5));
        }
        ENDCG
    }
}

Solved by integrating Accessing depth buffer from a surface shader. - #8 by bgolus