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Multiply the refraction amount with the output of the depth blend node
Are you able to test the trial version of Unity Pro?
I'm beginning to suspect this is a Unity Pro only thing
Have you pressed play, and is looking through the in-game camera?
You need to look through the in-game camera as well, the editor camera won't use those settings
1. Is your camera rendering a depth texture?
2. Have you made sure the shader isn't writing to the depth buffer?
Interesting that this issue hadn't popped up earlier! Quite a major issue, should have happened loads of times already as soon as you use the UV input. Anyhow, this is now fixed in Beta 0.21 :)
The instruction counter is broken a the moment, but SF in general does pretty much everything in the fragment shader, including lighting, which isn't optimal when you want to reduce instructions. Vertex lighting and all is planned, and should work along with the lightmaps down the line!

We'll see if this gets done or not, it's a bit of a complex issue. There are a ton of other things that has priority at the moment. However, vertex lighting is planned!