Materail / shader not working on android

Hey, My material is not working properly on android. I have a shader which just replaces a specified color. And this works in editor but not in android. On android the color is unchanged.

This is the shader:

Shader "Core/ColorReplace"
{
    Properties
    {
        _Color("Color", Color) = (1,1,1,1)
        _MainTex("Albedo (RGB)", 2D) = "white" {}
        _ColorToChange("ColorToChange", Color) = (1,1,1,1)
        _ColorToChangeTo("ColorToChange", Color) = (1,1,1,1)
        _Glossiness("Smoothness", Range(0,1)) = 0.5
        _Metallic("Metallic", Range(0,1)) = 0.0
    }
        SubShader
        {
            Tags { "RenderType" = "Opaque" }
            LOD 200

            CGPROGRAM
            // Physically based Standard lighting model, and enable shadows on all light types
            #pragma surface surf Standard fullforwardshadows

            // Use shader model 3.0 target, to get nicer looking lighting
            #pragma target 3.0

            sampler2D _MainTex;

            struct Input
            {
                float2 uv_MainTex;
            };

            half _Glossiness;
            half _Metallic;
            fixed4 _Color;
            fixed4 _ColorToChange;
            fixed4 _ColorToChangeTo;

            // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
            // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
            // #pragma instancing_options assumeuniformscaling
            UNITY_INSTANCING_BUFFER_START(Props)
                // put more per-instance properties here
            UNITY_INSTANCING_BUFFER_END(Props)

            void surf(Input IN, inout SurfaceOutputStandard o)
            {
                // Albedo comes from a texture tinted by color
                fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;

                if (c.r == _ColorToChange.r && c.g == _ColorToChange.g && c.b == _ColorToChange.b) {
                    c = _ColorToChangeTo;
                }

                o.Albedo = c.rgb;
                // Metallic and smoothness come from slider variables
                o.Metallic = _Metallic;
                o.Smoothness = _Glossiness;
                o.Alpha = c.a;
            }
            ENDCG
        }
            FallBack "Diffuse"
}

Could it be that on a build a texture color changes a bit?