Problem reducing reflections in water shader on PC

Hi,

I've been looking around to find out how to reduce the reflections in Pro FX Water Shader (Unity 3), I found this very useful answer:

http://answers.unity3d.com/questions/8029/how-can-i-control-the-strength-of-the-reflection-in-the-pro-fx-water-shader

I've updated the shader with the amendments listed in the answer and it works perfectly on my mac but default to the fallback texture on PC's. I've tested on several different PC's with different graphics cards and it doesn't work on any of them. The main PC i'm testing on has exactly the same graphics card as my mac, so I know it's not that.

Has anyone experienced this, or knows why this might be?

The code for my shader now looks like this:

// Upgrade NOTE: replaced 'PositionFog()' with multiply of UNITY_MATRIX_MVP by position
// Upgrade NOTE: replaced 'V2F_POS_FOG' with 'float4 pos : SV_POSITION'

Shader "FX/Water" { 
Properties {
    _WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063
    _ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44
    _RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40
    _RefrColor ("Refraction color", COLOR)  = ( .34, .85, .92, 1)
    _Fresnel ("Fresnel (A) ", 2D) = "gray" {}
    _BumpMap ("Normalmap ", 2D) = "bump" {}
    WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
    _ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {}
    _ReflectionStrength ("Reflection strength", Range(0.0,1.0)) = 0.5
    _ReflectiveColorCube ("Reflective color cube (RGB) fresnel (A)", Cube) = "" { TexGen CubeReflect }
    _HorizonColor ("Simple water horizon color", COLOR)  = ( .172, .463, .435, 1)
    _MainTex ("Fallback texture", 2D) = "" {}
    _ReflectionTex ("Internal Reflection", 2D) = "" {}
    _RefractionTex ("Internal Refraction", 2D) = "" {}
}

// -----------------------------------------------------------
// Fragment program cards

Subshader { 
    Tags { "WaterMode"="Refractive" "RenderType"="Opaque" }
    Pass {
CGPROGRAM
// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it uses non-square matrices
#pragma exclude_renderers gles
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest 
#pragma fragmentoption ARB_fog_exp2
#pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE

#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
#define HAS_REFLECTION 1
#endif
#if defined (WATER_REFRACTIVE)
#define HAS_REFRACTION 1
#endif

#include "UnityCG.cginc"

uniform float4 _WaveScale4;
uniform float4 _WaveOffset;

#if HAS_REFLECTION
uniform float _ReflDistort;
#endif
#if HAS_REFRACTION
uniform float _RefrDistort;
#endif

struct appdata {
    float4 vertex : POSITION;
    float3 normal : NORMAL;
};

struct v2f {
    float4 pos : SV_POSITION;
    #if HAS_REFLECTION || HAS_REFRACTION
        float3 ref : TEXCOORD0;
        float2 bumpuv0 : TEXCOORD1;
        float2 bumpuv1 : TEXCOORD2;
        float3 viewDir : TEXCOORD3;
    #else
        float2 bumpuv0 : TEXCOORD0;
        float2 bumpuv1 : TEXCOORD1;
        float3 viewDir : TEXCOORD2;
    #endif

};

v2f vert(appdata v)
{
    v2f o;
    o.pos = mul (UNITY_MATRIX_MVP, v.vertex);

    // scroll bump waves
    float4 temp;
    temp.xyzw = v.vertex.xzxz * _WaveScale4 + _WaveOffset;
    o.bumpuv0 = temp.xy;
    o.bumpuv1 = temp.wz;

    // object space view direction (will normalize per pixel)
    o.viewDir.xzy = ObjSpaceViewDir(v.vertex);

    #if HAS_REFLECTION || HAS_REFRACTION
    // calculate the reflection vector
    float3x4 mat = float3x4 (
        0.5, 0, 0, 0.5,
        0, 0.5 * _ProjectionParams.x, 0, 0.5,
        0, 0, 0, 1
    );  
    o.ref = mul (mat, o.pos);
    #endif

    return o;
}

#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
sampler2D _ReflectionTex;
uniform float _ReflectionStrength;
#endif
sampler2D _ReflectiveColor;
#if defined (WATER_REFRACTIVE)
sampler2D _Fresnel;
sampler2D _RefractionTex;
uniform float4 _RefrColor;
#endif
#if defined (WATER_SIMPLE)
uniform float4 _HorizonColor;
#endif
sampler2D _BumpMap;

half4 frag( v2f i ) : COLOR
{
    i.viewDir = normalize(i.viewDir);

    // combine two scrolling bumpmaps into one
    half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb;
    half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb;
    half3 bump = (bump1 + bump2) * 0.5;

    // fresnel factor
    half fresnelFac = dot( i.viewDir, bump );

    // perturb reflection/refraction UVs by bumpmap, and lookup colors

    #if HAS_REFLECTION
    float3 uv1 = i.ref; uv1.xy += bump * _ReflDistort;
    half4 refl = tex2Dproj( _ReflectionTex, uv1 );
    #endif
    #if HAS_REFRACTION
    float3 uv2 = i.ref; uv2.xy -= bump * _RefrDistort;
    half4 refr = tex2Dproj( _RefractionTex, uv2 ) * _RefrColor;
    #endif

    // final color is between refracted and reflected based on fresnel  
    half4 color;

    #if defined(WATER_REFRACTIVE)
    half fresnel = tex2D( _Fresnel, float2(fresnelFac,fresnelFac) ).a;
    half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
    color.rgb = lerp( water.rgb, refl.rgb, _ReflectionStrength );
    color = lerp( refr, color, fresnel );
    #endif

    #if defined(WATER_REFLECTIVE)
    half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
    color.rgb = lerp( water.rgb, refl.rgb, _ReflectionStrength );
    color.a = refl.a * water.a;
    #endif

    #if defined(WATER_SIMPLE)
    half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
    color.rgb = lerp( water.rgb, _HorizonColor.rgb, water.a );
    color.a = _HorizonColor.a;
    #endif

    return color;
}
ENDCG

    }
}

// -----------------------------------------------------------
//  Old cards

// three texture, cubemaps
Subshader {
    Tags { "WaterMode"="Simple" "RenderType"="Opaque" }
    Pass {
        Color (0.5,0.5,0.5,0.5)
        SetTexture [_MainTex] {
            Matrix [_WaveMatrix]
            combine texture * primary
        }
        SetTexture [_MainTex] {
            Matrix [_WaveMatrix2]
            combine texture * primary + previous
        }
        SetTexture [_ReflectiveColorCube] {
            combine texture +- previous, primary
            Matrix [_Reflection]
        }
    }
}

// dual texture, cubemaps
Subshader {
    Tags { "WaterMode"="Simple" "RenderType"="Opaque" }
    Pass {
        Color (0.5,0.5,0.5,0.5)
        SetTexture [_MainTex] {
            Matrix [_WaveMatrix]
            combine texture
        }
        SetTexture [_ReflectiveColorCube] {
            combine texture +- previous, primary
            Matrix [_Reflection]
        }
    }
}

// single texture
Subshader {
    Tags { "WaterMode"="Simple" "RenderType"="Opaque" }
    Pass {
        Color (0.5,0.5,0.5,0)
        SetTexture [_MainTex] {
            Matrix [_WaveMatrix]
            combine texture, primary
        }
    }
}

}

I believe this is caused by an error in the code…

Shader error in ‘FX/Water’: D3D shader assembly failed with: (3): error X5204: Read of uninitialized components(*) in r0: *r/x/0 *g/y/1 *b/z/2 *a/w/3