URP: Particle Material with Overlay Color Mode Looks Different on Android and iOS than Editor 2019.4

I’m trying to help out with an issue our artists are having where one of the materials is showing up differently on Android vs Editor (we observe the same issue on iOS), but I’m a little out of my depth. I was hoping someone experienced here could point me in the right direction.

The Color Mode of the material is set to “Overlay”, and in editor this looks right, but on device it looks more like multiply

Editor:
170177-screenshot-2.png
Android:
170178-screenshot-1.png

Unfortunately I can’t share the full shader code, but I was hoping I could get some advice on ways to start trying to uncover the root of the issue.

We are on 2019.4, and using Universal Render Pipeline, if that helps.

Seems like the shader was getting stripped.

In our case, I was able to work around this by adding the shader variant to a ShaderVariantCollection and then including that asset in our build. Possibly the ShaderVariants were being stripped by our shader stripping script, but tough to say with certainty.

Hope this helps someone in the future.

If anyone has other ideas for things to check, please still post on this question.