Sprite Renderer Shader not working on Android deploy

Hi, first of all I’m new working with shaders. I did a glow effect for sprite renderer material. It’s basically a ring effect starting from the center growing out. It works well in the editor, but in the android deploy it behaves like the default sprite renderer material.

I did copy paste for all the tags and pragma part of the code. Perhaps it has to do with that

Code below

Shader "Custom/SeeMe"
{
	Properties
	{
		[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
		_Color ("Tint", Color) = (1,1,1,1)
		_GlowColor ("Glow Color", Color) = (1,1,1,1)
		_LinePosition ("Line Position", Range(0.05,0.5)) = 0
		_LineWidth ("Line Width",Range(0,0.5))=1
		[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
	}

	SubShader
	{
		Tags
		{ 
			"Queue"="Transparent" 
			"IgnoreProjector"="True" 
			"RenderType"="Transparent" 
			"PreviewType"="Plane"
			"CanUseSpriteAtlas"="True"
		}

		Cull Off
		Lighting Off
		ZWrite Off
		Blend One OneMinusSrcAlpha

		Pass
		{
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 2.0
			#pragma multi_compile _ PIXELSNAP_ON
			#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
			#include "UnityCG.cginc"
			
			struct appdata_t
			{
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color    : COLOR;
				float2 texcoord  : TEXCOORD0;
			};
			
			fixed4 _Color;
			fixed4 _GlowColor;
			float _LinePosition;
			float _LineWidth;

			v2f vert(appdata_t IN)
			{
				v2f OUT;
				OUT.vertex = UnityObjectToClipPos(IN.vertex);
				OUT.texcoord = IN.texcoord;
				OUT.color = IN.color * _Color;
				#ifdef PIXELSNAP_ON
				OUT.vertex = UnityPixelSnap (OUT.vertex);
				#endif

				return OUT;
			}

			sampler2D _MainTex;
			sampler2D _AlphaTex;

			fixed4 SampleSpriteTexture (float2 uv)
			{
				fixed4 color = tex2D (_MainTex, uv);

#if ETC1_EXTERNAL_ALPHA
				// get the color from an external texture (usecase: Alpha support for ETC1 on android)
				color.a = tex2D (_AlphaTex, uv).r;
#endif //ETC1_EXTERNAL_ALPHA

				return color;
			}

			fixed4 frag(v2f IN) : SV_Target
			{
				fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
				c.rgb *= c.a;
				float dFCM05 = ((int)(sqrt(pow(IN.texcoord.x-0.5,2)+pow(IN.texcoord.y-0.5,2))*1000) % 500)/1000.0;	//distance from center module 0.5
				c = _LinePosition!=0 && c.a>0 && dFCM05<(_LinePosition+_LineWidth) &&dFCM05>_LinePosition?lerp(c,float4(_GlowColor.r,_GlowColor.g,_GlowColor.b,c.a),0.8):c;
				return c;
			}
		ENDCG
		}
	}
}

Did you find the answer ?