I have the latest version from Unity asset store, which is 1.2 from February. Line 412 is
#ifdef USING_DIRECTIONAL_LIGHT
o.Albedo *= fresnel;
#else
An update would be nice. I got it working now in xy plane with single color, next step would be to vary the color by depth I get from a depth texture, and also edge foam. Would save me some work if that's already done. I target mobile so I only need low quality without reflections, not even cube map. And since it's a rather 2D style game, with a static top down camera perspective (only the distance varies), I don't need fresnel as well. I removed all sub shaders except the low quality shader, and from that I removed fresnel calculation. And I also removed specular, because it didn't look good. I only got specular reflections in the bottom right corner, maybe I should have tried changing the light. I also deactivated the water script, since it's only for reflection calculation!?! So at the moment I only use the animated normal map, and with depth color and edge foam that's almost all I need :-)