Shader don't work on Android device

What I’m trying to do is to firstly render the object into a “texture space”, check the following code:

v2f vert(appdata v)
{
v2f o;
float2 uv_remapped = v.uv.xy;
uv_remapped.y = 1 - uv_remapped.y;
uv_remapped = uv_remapped * 2 - 1;

o.vertex = float4(uv_remapped.xy, 0, 1);
o.uv = v.uv;

return o;
}

and in the fragment shader it creates a pattern. This shader runs on a plane. Why not render directly into 3D space, because I want do some extra things on the render texture(blur it, for example) and then apply it back to the plane.
The whole process is done in a renderer feature and it works fine on my PC. But it don’t render correctly on my android device. I can confirm that the render to “texture space” call don’t work correctly in the first place. But I don’t know what could possibly be wrong here.
Or is there any other way to achieve the same effect I want?

Thanks in advance.

It might also has something to do with the rendertexture’s pixel format, render buffer load/store setting, etc…
I’m trying all kinds of settings but the problem remains.