Transparent Shader Black on Android

I have a lit transparency shader that I’m using in my game, and it works perfectly fine in the editor but on android it shows up as completely black and opaque. I made the shader using shader forge (and have posted in those forums) but I’m hoping maybe theres a quality setting somewhere or something that I just need to tick to make it work.

I’ll post the shader below.

Shader "Shader Forge/LightingOnly" {
    Properties {
        _MainTexture ("Main Texture", 2D) = "white" {}
        _Normal ("Normal", 2D) = "bump" {}
        _Glossiness ("Glossiness", Range(1, 30)) = 1
        _Specularity ("Specularity", Range(0, 4)) = 1
        _Opacity ("Opacity", Range(0, 1)) = 0
        _MainColor ("Main Color", Color) = (1,1,1,1)
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader {
        Tags {
            "IgnoreProjector"="True"
            "Queue"="Transparent"
            "RenderType"="Transparent"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            ZWrite Off
            
            AlphaToMask On
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu 
            #pragma target 3.0
            uniform sampler2D _MainTexture; uniform float4 _MainTexture_ST;
            uniform sampler2D _Normal; uniform float4 _Normal_ST;
            uniform float _Glossiness;
            uniform float _Specularity;
            uniform float _Opacity;
            uniform float4 _MainColor;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                float3 tangentDir : TEXCOORD3;
                float3 bitangentDir : TEXCOORD4;
                UNITY_FOG_COORDS(5)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal)));
                float3 normalLocal = _Normal_var.rgb;
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
                float attenuation = 1;
                float4 _MainTexture_var = tex2D(_MainTexture,TRANSFORM_TEX(i.uv0, _MainTexture));
                float3 finalColor = (attenuation*_LightColor0.rgb*(((_MainColor.rgb*_MainTexture_var.rgb)*max(0,dot(lightDirection,normalDirection)))+(pow(max(0,dot(normalDirection,halfDirection)),_Glossiness)*_Specularity)));
                fixed4 finalRGBA = fixed4(finalColor,_Opacity);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "FORWARD_DELTA"
            Tags {
                "LightMode"="ForwardAdd"
            }
            Blend One One
            ZWrite Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDADD
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdadd
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu 
            #pragma target 3.0
            uniform sampler2D _MainTexture; uniform float4 _MainTexture_ST;
            uniform sampler2D _Normal; uniform float4 _Normal_ST;
            uniform float _Glossiness;
            uniform float _Specularity;
            uniform float _Opacity;
            uniform float4 _MainColor;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                float3 tangentDir : TEXCOORD3;
                float3 bitangentDir : TEXCOORD4;
                LIGHTING_COORDS(5,6)
                UNITY_FOG_COORDS(7)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal)));
                float3 normalLocal = _Normal_var.rgb;
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float4 _MainTexture_var = tex2D(_MainTexture,TRANSFORM_TEX(i.uv0, _MainTexture));
                float3 finalColor = (attenuation*_LightColor0.rgb*(((_MainColor.rgb*_MainTexture_var.rgb)*max(0,dot(lightDirection,normalDirection)))+(pow(max(0,dot(normalDirection,halfDirection)),_Glossiness)*_Specularity)));
                fixed4 finalRGBA = fixed4(finalColor,0);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}

Turns out I just didnt have the OpenGL target checked off in the shader forge shader settings

Hello, i have same problem with you. after i search in Google i found the problem:
AlphaToMask not support on Android devices until enable mmsa. but if mmsa will reduce performace.
You can try this in Pass :

		Zwrite Off
		Blend SrcAlpha OneMinusSrcAlpha
		AlphaToMask off

Hope this help you