Can not be compiled when running on Android for each texture shader 8 Galaxy Tab

Galaxy Tab shader work that follows.
SnapDragon QSD8650 (1GHz) I work on Android, the
I do not know why.

Why do not compile? Kindly let me know.

Shader “Unlit/MixTextures” {
Properties {
_MainTex (“Main Base(RGB) Alpha(A)”, 2D) = “white” {}
_MainTex2 (“Main2 Base(RGB) Alpha(A)”, 2D) = “white” {}
_MainTex3 (“Main3 Base(RGB) Alpha(A)”, 2D) = “white” {}
_MainTex4 (“Main4 Base(RGB) Alpha(A)”, 2D) = “white” {}
_MainTex5 (“Main5 Base(RGB) Alpha(A)”, 2D) = “white” {}
_MainTex6 (“Main6 Base(RGB) Alpha(A)”, 2D) = “white” {}
_MainTex7 (“Main7 Base(RGB) Alpha(A)”, 2D) = “white” {}
// _MainTex8 (“Main8 Base(RGB) Alpha(A)”, 2D) = “white” {}

  _TextureOffsetAndSize ("textureOffsetAndSize", Vector) = (0, 0, 0, 0)
  _TextureOffsetAndSize2 ("textureOffsetAndSize2", Vector) = (0, 0, 0, 0)
  _TextureOffsetAndSize3 ("textureOffsetAndSize3", Vector) = (0, 0, 0, 0)
  _TextureOffsetAndSize4 ("textureOffsetAndSize4", Vector) = (0, 0, 0, 0)
  _TextureOffsetAndSize5 ("textureOffsetAndSize5", Vector) = (0, 0, 0, 0)
  _TextureOffsetAndSize6 ("textureOffsetAndSize6", Vector) = (0, 0, 0, 0)
  _TextureOffsetAndSize7 ("textureOffsetAndSize7", Vector) = (0, 0, 0, 0)

// _TextureOffsetAndSize8 (“textureOffsetAndSize8”, Vector) = (0, 0, 0, 0)

}
SubShader {
	Tags{"Queue"="Transparent"}
	Pass{
		// 顔ベース    	
		CGPROGRAM
		//#pragma only_renderers gles
		//#pragma target 3.0
		#pragma vertex vert
		#pragma fragment frag
		#include "UnityCG.cginc"
		
		sampler2D _MainTex;
		sampler2D _MainTex2;
		sampler2D _MainTex3;
		sampler2D _MainTex4;
		sampler2D _MainTex5;
		sampler2D _MainTex6;
		sampler2D _MainTex7;
		sampler2D _MainTex8;
		
		float4 _TextureOffsetAndSize;
		float4 _TextureOffsetAndSize2;
		float4 _TextureOffsetAndSize3;
		float4 _TextureOffsetAndSize4;
		float4 _TextureOffsetAndSize5;
		float4 _TextureOffsetAndSize6;
		float4 _TextureOffsetAndSize7;
		float4 _TextureOffsetAndSize8;

	    		
		struct v2f{
			float4 pos : SV_POSITION;
			float2 uv : TEXCOORD0;
		};
		
		float4 _MainTex_ST;
		
		v2f vert(appdata_base v)
		{
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
			return o;
		}

		float4 frag( v2f i ) : COLOR {

			float2 defUV = i.uv;
			float2 maskUV = defUV;
			

			// 2
   			maskUV.x += _TextureOffsetAndSize.x;
			maskUV.y += _TextureOffsetAndSize.y;
			maskUV.x /= _TextureOffsetAndSize.z;
			maskUV.y /= _TextureOffsetAndSize.w;
			
			float4 addTex = tex2D(_MainTex2, maskUV);
			float4 result = (tex2D(_MainTex, i.uv)*(1-addTex.w) + tex2D(_MainTex2, maskUV)*addTex.w);

			// 3    			
   			maskUV.x = (defUV.x + _TextureOffsetAndSize2.x)/_TextureOffsetAndSize2.z;
			maskUV.y = (defUV.y + _TextureOffsetAndSize2.y)/_TextureOffsetAndSize2.w;

			addTex = tex2D(_MainTex3, maskUV);
			result = result*(1-addTex.w)+ addTex*addTex.w;

			// 4
   			maskUV.x = (defUV.x + _TextureOffsetAndSize3.x)/_TextureOffsetAndSize3.z;
			maskUV.y = (defUV.y + _TextureOffsetAndSize3.y)/_TextureOffsetAndSize3.w;

			addTex = tex2D(_MainTex4, maskUV);
			result = result*(1-addTex.w)+ addTex*addTex.w;
			
			// 5
   			maskUV.x = (defUV.x + _TextureOffsetAndSize4.x)/_TextureOffsetAndSize4.z;
			maskUV.y = (defUV.y + _TextureOffsetAndSize4.y)/_TextureOffsetAndSize4.w;

			addTex = tex2D(_MainTex5, maskUV);
			result = result*(1-addTex.w)+ addTex*addTex.w;
			
			// 6
   			maskUV.x = (defUV.x + _TextureOffsetAndSize5.x)/_TextureOffsetAndSize5.z;
			maskUV.y = (defUV.y + _TextureOffsetAndSize5.y)/_TextureOffsetAndSize5.w;

			addTex = tex2D(_MainTex6, maskUV);
			result = result*(1-addTex.w)+ addTex*addTex.w;
			
			// 7
   			maskUV.x = (defUV.x + _TextureOffsetAndSize6.x)/_TextureOffsetAndSize6.z;
			maskUV.y = (defUV.y + _TextureOffsetAndSize6.y)/_TextureOffsetAndSize6.w;

			addTex = tex2D(_MainTex7, maskUV);
			result = result*(1-addTex.w)+ addTex*addTex.w;
			
			// 8
   			maskUV.x = (defUV.x + _TextureOffsetAndSize7.x)/_TextureOffsetAndSize7.z;
			maskUV.y = (defUV.y + _TextureOffsetAndSize7.y)/_TextureOffsetAndSize7.w;

			addTex = tex2D(_MainTex8, maskUV);
			result = result*(1-addTex.w)+ addTex*addTex.w;
			

			return result;
			
			//return (tex2D(_MainTex, i.uv)*(1-addTex.w) + tex2D(_MainTex2, maskUV)*addTex.w);
			// 
			//return half4(_TextureOffsetAndSize.x, _TextureOffsetAndSize.y, _TextureOffsetAndSize.z, 1);    			// _TextureOffsetAndSize Output
			//return half4(i.uv.x, i.uv.y, 0, 1);    			// uv Output
			//return half4(1, 0, 0, 0);
		}
		    		
		ENDCG
	}
} 
//Fallback "Diffuse"

}

Has been successfully compiled and turn off the near the end.
What will be compiled with Galaxy You can write a little more short shaders?
I move that Xperia, which is purple and it appears in the Galaxy.
Toka what I have restrictions on the number of fragment length or texture shaders?
That’s right texture, but it reduces the shader is shorter than think of it.

Shader “MixTextures” {
Properties {
_MainTex (“Main Base(RGB) Alpha(A)”, 2D) = “white” {}
_MainTex2 (“Main2 Base(RGB) Alpha(A)”, 2D) = “white” {}
_MainTex3 (“Main3 Base(RGB) Alpha(A)”, 2D) = “white” {}
_MainTex4 (“Main4 Base(RGB) Alpha(A)”, 2D) = “white” {}
_MainTex5 (“Main5 Base(RGB) Alpha(A)”, 2D) = “white” {}
_MainTex6 (“Main6 Base(RGB) Alpha(A)”, 2D) = “white” {}
_MainTex7 (“Main7 Base(RGB) Alpha(A)”, 2D) = “white” {}

_TextureOffsetAndSize (“textureOffsetAndSize”, Vector) = (0, 0, 0, 0)
   _TextureOffsetAndSize2 (“textureOffsetAndSize2”, Vector) = (0, 0, 0, 0)
   _TextureOffsetAndSize3 (“textureOffsetAndSize3”, Vector) = (0, 0, 0, 0)
   _TextureOffsetAndSize4 (“textureOffsetAndSize4”, Vector) = (0, 0, 0, 0)
   _TextureOffsetAndSize5 (“textureOffsetAndSize5”, Vector) = (0, 0, 0, 0)
   _TextureOffsetAndSize6 (“textureOffsetAndSize6”, Vector) = (0, 0, 0, 0)
   _TextureOffsetAndSize7 (“textureOffsetAndSize7”, Vector) = (0, 0, 0, 0)
}
SubShader {
Tags{“Queue”=“Transparent”}
Pass{
CGPROGRAM
//#pragma only_renderers gles
//#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include “UnityCG.cginc”

		sampler2D _MainTex;
		sampler2D _MainTex2;
		sampler2D _MainTex3;
		sampler2D _MainTex4;
		sampler2D _MainTex5;
		sampler2D _MainTex6;
		sampler2D _MainTex7;
		sampler2D _MainTex8;
		
		float4 _TextureOffsetAndSize;
		float4 _TextureOffsetAndSize2;
		float4 _TextureOffsetAndSize3;
		float4 _TextureOffsetAndSize4;
		float4 _TextureOffsetAndSize5;
		float4 _TextureOffsetAndSize6;
		float4 _TextureOffsetAndSize7;
		float4 _TextureOffsetAndSize8;
	    		
		struct v2f{
			float4 pos : SV_POSITION;
			float2 uv : TEXCOORD0;
		};
		
		float4 _MainTex_ST;
		
		v2f vert(appdata_base v)
		{
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
			return o;
		}

		float4 frag( v2f i ) : COLOR {
		float2 defUV = i.uv;
		float2 maskUV = defUV;
			
	        // 2
   			maskUV = (defUV + _TextureOffsetAndSize.xy)/_TextureOffsetAndSize.zw;
			float4 addTex = tex2D(_MainTex2, maskUV);
			float4 result = (float4(1.0f, 0.84f, 0.72f, 1.0f)*(1-addTex.w) + addTex * addTex.w);
			// 3    			
   			maskUV = (defUV + _TextureOffsetAndSize2.xy)/_TextureOffsetAndSize2.zw;
			addTex = tex2D(_MainTex3, maskUV);
			result = result*(1-addTex.w)+ addTex*addTex.w;
		// 4
   			maskUV = (defUV + _TextureOffsetAndSize3.xy)/_TextureOffsetAndSize3.zw;
			addTex = tex2D(_MainTex4, maskUV);
			result = result*(1-addTex.w)+ addTex*addTex.w;
		// 5
   			maskUV = (defUV + _TextureOffsetAndSize4.xy)/_TextureOffsetAndSize4.zw;
			addTex = tex2D(_MainTex5, maskUV);
			result = result*(1-addTex.w)+ addTex*addTex.w;
		// 6
   			maskUV = (defUV + _TextureOffsetAndSize5.xy)/_TextureOffsetAndSize5.zw;
			addTex = tex2D(_MainTex6, maskUV);
			result = result*(1-addTex.w)+ addTex*addTex.w;
		// 7
   			maskUV = (defUV + _TextureOffsetAndSize6.xy)/_TextureOffsetAndSize6.zw;
			addTex = tex2D(_MainTex7, maskUV);
			result = result*(1-addTex.w)+ addTex*addTex.w;
		// 8

// maskUV = (defUV + _TextureOffsetAndSize7.xy)/_TextureOffsetAndSize7.zw;
//     addTex = tex2D(_MainTex8, maskUV);
// result = result*(1-addTex.w)+ addTex*addTex.w;
return result;
}

		ENDCG
	}
} 
//Fallback "Diffuse"

}

Sorry, miss type.

Has been successfully compiled and turn off the near the end.
What will be compiled with Galaxy You can write a little more short shaders?
Appear normal but that Xperia, which is purple and it appears in the Galaxy.
Why not have a limit on the number of fragment length or texture shaders?
That’s right texture, but it reduces the shader is shorter than think of it.

This happened because that is not the first set of eight texture.
I think the behavior is different when it happens to fetch a texture that is not set in the Galaxy and the Xperia.
Was rude.