Your comments

I've tried both, and both show the same problem running in dx9
Hmm, try this one: Water Shader 2 

I tested this and it definitely doesn't compile on my computer. Worth noting that this is on Windows, not mac
Thanks for the suggestion, I tried it out just now and unfortunately the results were not as I'd expect:


For some reason the object turns semi-transparent and has a strange white border around the edge.

I then started playing with the Render Types and found that most of the other modes seem to work, even with Write to Depth Buffer checked - it's just alpha clip and opaque that don't... odd!

Upon further investigation, turning off "Ignore Projectors" seems to fix the error. If I understanding it right, that option just enables/disables the shader from receiving real-time shadows, correct? (if so this is not an issue as im using lightmaps for everything)

However, I'm still left with this issue: 

Depth Blend not working on opaque shaders
Directional lightmaps aren't just for specular! Please read up on this - they also store indirect lighting information which is picked up by normals maps. Please do not disable directional lightmaps simply if specular is not used!
I also have an issue with custom particle shaders being unaffected by the distance/object position/world position nodes. I think this may be related to what you mentioned earlier with the difference in calculating position.
ah yes, it appears on the top left hand side of my left screen
In SF try un-checking the auto-sort property and setting the particle shader to Transparent 3000 + 1 looks like it's just a draw order issue to me
Hi! Thanks for the tip!

Adding a "_Cutoff" value to my shader did indeed fix the issue!

Joachim - might be worth looking into this, perhaps adding it automatically to alpha clipped shaders. From what I understand it defines the value in which clipping should be considered transparent/opaque.
I think the depth stuff is quite flakey at the moment, I'm also having all kinds of issues with it