(FIXED) Shader Error due to dynamic conditional 'if' blocks

FIX: Disabled D3D9 support.

I searched online and could find some similar problems, but none of them fixed my problem.
It is an error that ONLY occurs when building the game. When playing from the editor no errors are seen and the shader works as intended.

The error:

Shader error in ‘Custom/Outline_2DSprite’: texld/texldb/texldp/dsx/dsy instructions with r# as source cannot be used inside dynamic conditional ‘if’ blocks, dynamic conditional subroutine calls, or loop/rep with break*. at line 35 (on d3d9)

The important bit of the shader:

CGPROGRAM
           #pragma surface surf Lambert alpha
    
           struct Input 
           {
               float2 uv_MainTex;
               fixed4 color : COLOR;
           };
    
           sampler2D _MainTex;
           float _OutLineSpreadX;
           float _OutLineSpreadY;
           float4 _Color;
    
           void surf(Input IN, inout SurfaceOutput o)
           {
				fixed4 tex1 = tex2D(_MainTex, IN.uv_MainTex+float2(_OutLineSpreadX,0.0));
				fixed4 tex2 = tex2D(_MainTex, IN.uv_MainTex-float2(_OutLineSpreadX,0.0));
				fixed4 tex3 = tex2D(_MainTex, IN.uv_MainTex+float2(0.0,_OutLineSpreadY));
				fixed4 tex4 = tex2D(_MainTex, IN.uv_MainTex-float2(0.0,_OutLineSpreadY));
               fixed4 TempColor = tex1 + tex2;
               TempColor = TempColor + tex3 + tex4;
               if(TempColor.a > 0.1){
                   TempColor.a = 1;
               }
                  fixed4 AlphaColor = fixed4(TempColor.a,TempColor.a,TempColor.a,TempColor.a);
               fixed4 mainColor = AlphaColor * _Color.rgba;
               fixed4 addcolor = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
    
               if(addcolor.a > 0.95){
                   mainColor = addcolor;
               }
    
               o.Albedo = mainColor.rgb;
               o.Alpha = mainColor.a;
           }
           ENDCG

It has to do with the fact that I can’t use tex2D inside an if statement, but can’t seem to fix it.

Do you need D3D9 support? Have you tried excluding that target?