I am creating line with touch . Line Created successfully and also check intersect . It work perfectly fine but issue is that after compile i am not able to see anything dont know code works or not after compile .

Hi …
I am creating line using line render er but it is not working after i compile for android .
It work perfectly on Compiler .
It work perfectly on Unity Remote .
But it is not Working after i compile that .
Plz tell me whats the issue …

Thanks .
Here is my Code

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;

public class CreateLineandIntersect : MonoBehaviour {

private LineRenderer line;
private bool isMousePressed;
public List<Vector3> pointsList;
private Vector3 mousePos;

// Structure for line points
struct myLine
{
    public Vector3 StartPoint;
    public Vector3 EndPoint;
};
//    -----------------------------------    
void Awake()
{
    // Create line renderer component and set its property
    line = gameObject.AddComponent<LineRenderer>();
    line.material = new Material(Shader.Find("Particles/Additive"));
    line.SetVertexCount(0);
    line.SetWidth(0.1f, 0.1f);
    line.SetColors(Color.green, Color.green);
    line.useWorldSpace = true;
    isMousePressed = false;
    pointsList = new List<Vector3>();
    //        renderer.material.SetTextureOffset(
}
//    -----------------------------------    
void Update()
{
    // If mouse button down, remove old line and set its color to green
    if (Input.GetMouseButtonDown(0))
    //if(Input.touches.Any(x => x.phase == TouchPhase.Began))
  
            {
                isMousePressed = true;
                line.SetVertexCount(0);
                pointsList.RemoveRange(0, pointsList.Count);
                line.SetColors(Color.green, Color.green);
            }
            
             if (Input.GetMouseButtonUp(0))
            //if (Input.touches.Any(x => x.phase == TouchPhase.Ended))
            {
                isMousePressed = false;
            }
            // Drawing line when mouse is moving(presses)
            if (isMousePressed)
            {
                mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                mousePos.z = 0;
                if (!pointsList.Contains(mousePos))
                {
                    pointsList.Add(mousePos);
                    line.SetVertexCount(pointsList.Count);
                    line.SetPosition(pointsList.Count - 1, (Vector3)pointsList[pointsList.Count - 1]);
                    if (isLineCollide())
                    {
                        isMousePressed = false;
                        line.SetColors(Color.red, Color.red);
                    }
                }
            }
        }
    

//    -----------------------------------    
// Following method checks is currentLine(line drawn by last two points) collided with line
//    -----------------------------------    
private bool isLineCollide()
{
    if (pointsList.Count < 2)
        return false;
    int TotalLines = pointsList.Count - 1;
    myLine[] lines = new myLine[TotalLines];
    if (TotalLines > 1)
    {
        for (int i = 0; i < TotalLines; i++)
        {
            lines_.StartPoint = (Vector3)pointsList*;*_

lines*.EndPoint = (Vector3)pointsList[i + 1];*
}
}
for (int i = 0; i < TotalLines - 1; i++)
{
myLine currentLine;
currentLine.StartPoint = (Vector3)pointsList[pointsList.Count - 2];
currentLine.EndPoint = (Vector3)pointsList[pointsList.Count - 1];
if (isLinesIntersect(lines*, currentLine))*
return true;
}
return false;
}
// -----------------------------------
// Following method checks whether given two points are same or not
// -----------------------------------
private bool checkPoints(Vector3 pointA, Vector3 pointB)
{
return (pointA.x == pointB.x && pointA.y == pointB.y);
}
// -----------------------------------
// Following method checks whether given two line intersect or not
// -----------------------------------
private bool isLinesIntersect(myLine L1, myLine L2)
{
if (checkPoints(L1.StartPoint, L2.StartPoint) ||
checkPoints(L1.StartPoint, L2.EndPoint) ||
checkPoints(L1.EndPoint, L2.StartPoint) ||
checkPoints(L1.EndPoint, L2.EndPoint))
return false;
return ((Mathf.Max(L1.StartPoint.x, L1.EndPoint.x) >= Mathf.Min(L2.StartPoint.x, L2.EndPoint.x)) &&
(Mathf.Max(L2.StartPoint.x, L2.EndPoint.x) >= Mathf.Min(L1.StartPoint.x, L1.EndPoint.x)) &&
(Mathf.Max(L1.StartPoint.y, L1.EndPoint.y) >= Mathf.Min(L2.StartPoint.y, L2.EndPoint.y)) &&
(Mathf.Max(L2.StartPoint.y, L2.EndPoint.y) >= Mathf.Min(L1.StartPoint.y, L1.EndPoint.y))
);
}
}

I figure out the answer myself .

Add Shadder into
Edit > Setting >Graphic > Always Include Shadder