If you want them to work on DX11, you will need to do the following modifications to the shaders:
1. DistortionOne.shader -- remove this:
// Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members distortion)
#pragma exclude_renderers d3d11 xbox360
2. In DistortionOne.shader, change:
struct v2f
{
float4 position : POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
float distortion;
};
to:
struct v2f
{
float4 position : POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
float distortion : TEXCOORD2;
};
3. Still DistortionOne.shader, change this:
// Time-based movement
screenPos = screenPos * float2(4.0, 12.0) + float2(_Time.w * 3.0);
to this:
// Time-based movement
float f = _Time.w * 3.0;
screenPos = screenPos * float2(4.0, 12.0) + float2(f, f);
4. DistortionTwo.shader needs to have the same changes as DistortionOne.
5. Atmosphere.shader, Planet.shader and Refractive.shader need this at the top of the vertex shader:
#if SHADER_API_D3D11
UNITY_INITIALIZE_OUTPUT(Input, o);
#endif
P.S. You can also just PM or email me your OR# and I'll send you the updated shaders so you don't have to do any of this yourself.