Setting material property from main camera not working correctly in build

Hello, I encountered a weird behaviour that’s breaking my build and I have no idea of where to even start looking so I thought of asking here.
I’m working with Unity 2019.4.29f1 and URP 7.7.1, and I’m using the Blit renderer feature from GitHub - Cyanilux/URP_BlitRenderFeature: Blit Render Feature for Universal RP's Forward Renderer. Set specific source/destination via camera source, ID string or RenderTexture asset. Also options for _InverseView matrix and _CameraNormalsTexture generation. .

In my project I created a blit pass, that has a material with its shader. From a script, attached to a game object in my scene, I basically have to get the main camera, store it in a field for later use, and set some camera properties to the material used for the blit. In particular, I set a float to be equal to Camera.fieldOfView, which works fine in the editor, but breaks for me in build.

I was able to recreate a minimal example for my problem so I’m gonna show that.
This is my blit, material and shader setup. I’m saving the material in the Resources folder.

7500803--924131--material.png
The shader is made in Shadergraph, and for this example I’m just taking the fov property and using it to lerp between 0 and 120 to get a color value.
The script attached to my game object looks like this

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

public class TesterScript : MonoBehaviour
{
    public Material material;
    Camera mainCamera;


    private void Start() {
        mainCamera = Camera.main;

        Debug.Log("Start value: "+material.GetFloat("_verticalViewAngle"));
        Debug.Log("Setting value to "+ mainCamera.fieldOfView);
        material.SetFloat("_verticalViewAngle", mainCamera.fieldOfView);
    }

    private void Update() {
        Debug.Log("Material current value:" + material.GetFloat("_verticalViewAngle"));
        Debug.Log("Camera fov current value:" + mainCamera.fieldOfView);
        /* do other stuff with mainCamera */
    }
}

Note that I initialize the property to 0 by hand, so in the editor before I hit play everything is just black. Then when I start the game my scene looks like this

However, when I build the project and run it everything just remains black


although the log file says something different (I can’t explain that start value:1)

Start value: 1
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Setting value to 60
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Material current value:60
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Camera fov current value:60
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Material current value:60
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Camera fov current value:60
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)```

Interestingly, when testing on my actual shader and script (instead of this toy example) in the log file I was getting a completely different number for the "Material current value", specifically 91.49284, which however still didn't match the actual result on my screen.

As I mentioned, I have no idea of what might be causing this issue so any help is greatly appreciated!

Ok after a couple more hours of testing different things, I have to update this. Apparently just changing the reference of the property in the shader fixed the issue.
Am I missing something obvious here? I didn’t find anywhere that “_verticalViewAngle” would be a reserved name, like a built-in shader variable or anything of the sort.