GL - Shader not working in Android

Hi,

I’m drawing triangle primitives using GL class.
I create the following material:

lineMaterial = new Material( “Shader "Lines/Colored Blended" {” +
“SubShader { Pass { " +
" Blend SrcAlpha OneMinusSrcAlpha " +
" ZWrite Off Cull Off Fog { Mode Off } " +
" BindChannels {” +
" Bind "vertex", vertex Bind "color", color }" +
“} } }” );

lineMaterial.hideFlags = HideFlags.HideAndDontSave;

lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave;

then I draw in the OnPostRender event:

lineMaterial.SetPass( 0 );

GL.PushMatrix();

GL.Begin( GL.TRIANGLES ); // Triangle

GL.Color(Color(0.4,1,0.4,0.3));

// draw triangles

GL.End();

GL.PopMatrix();

In my PC this is working perfectly. When I build for Android and test it in a Samsung S2 smart phone, triangles are drawn in black color.
Do shaders for Android have some restrictions or something?

Solved.
It was an alpha blending issue.

Source: Destination alpha blending on Android device - Questions & Answers - Unity Discussions