Hi. I found that the shader variant with shader_feature_local keyword in nested shader is stripped in player build. In editor, it works and shows correct result.
Here is example shader dependency:
MaterialA using ShaderA with enabled keyword “_MY_VARIANT”
^
ShaderA uses pass of ShaderB
^
ShaderB with shader_feature_local “_MY_VARIANT”
Minimal reproducible project was sent as Case 1198492 and Unity said that they was able to reproduce.