Custom UI shader not work in Android build.

Hello.

Recently my shader was stopped working for Android build but it does properly on Editor and Windows, previously it worked correctly.

Here is the shader:

Shader "Hidden/Pokémon/UI/PokemonSpritesheet"
{
    Properties
    {
        [HideInInspector] _MainTex("", 2D) = "white" {}
        [HideInInspector] _Color("", Color) = (1, 1, 1, 1)
        [HideInInspector] _ColorMask("", Float) = 15
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
        }
      
        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float4 color : COLOR;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                fixed4 color : COLOR;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float _Fps;
            float2 _Scale;
            float2 _Frames[512];
            float4 _Color;
            uint _FrameCount;

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);

                // Calculate the frame index over time
                uint index = _FrameCount > 0 ? ((int)(_Time.y / (1 / _Fps)) % _FrameCount) : 0;

                // Set the frame
                o.uv = v.uv * _Scale + _Frames[index];
              
                o.color = v.color * _Color;

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                return tex2D(_MainTex, i.uv) * i.color;
            }
            ENDCG
        }
    }
}

What’s wrong with the shader?

you might have to setup logcat to see if it gives errors. this part unity_GUIZTestMode might be a hack that nly worked in previous builds. you might be out of memory in teh frames[n]

Android updates ALWAYS break something.