Unity crashes when trying to run depth shader with color lerp.

I’m building a little custom shader that uses the z-depth value as T for a color lerp. So the result should be that instead of a black and white depth view. I can have the colors be red and green (for example).

Properties {
        _minColor ("Min Black", Float) = 0.0
        _maxColor ("Max Black", Float) = 1.0
        _Color1 ("Some Color", Color) = (0,0,0,1)
        _Color2 ("Some Color", Color) = (1,1,1,1)
    }

SubShader {
Tags { "RenderType"="Opaque" }

Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

sampler2D_float _CameraDepthTexture;
fixed _minColor;
fixed _maxColor;
float4 _Color1;
float4 _Color2;

struct v2f {
   float4 pos : SV_POSITION;
   float4 scrPos:TEXCOORD1;
};

//Vertex Shader
v2f vert (appdata_base v){
   v2f o;
   o.pos = UnityObjectToClipPos (v.vertex);
   o.scrPos=ComputeScreenPos(o.pos);
   return o;
}

//Fragment Shader
half4 frag (v2f i) : COLOR{
   float depthValue = Linear01Depth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos)).r);
   //depthValue = clamp(depthValue,_minColor,_maxColor);
   half4 depth;

   //depth.r = depthValue;
   //depth.g = depthValue;
   //depth.b = depthValue;
   //depth.a = 1;

   float4 LerpColor = lerp(_Color1, _Color2, depthValue);

   depth.r = LerpColor.r;
   depth.g = LerpColor.g;
   depth.b = LerpColor.b;
   depth.a = 1;

   return depth;
}
ENDCG
}
}
FallBack "Diffuse"
}

The main part is taken from this tutorial
When I open the editor the game view shows the result I’m after, but when I run it. Unity crashes immediately. When am I missing?

Thanks!

SOLVED

This problem was not the shader but another script.