Quick answer: Add the required variants to a Shader Variant Collection set to always-include, or whitelist the keywords, so the build compiles and ships them.
A material looks correct in the editor but is broken or magenta in the build because the variant your keyword combination needs was stripped. Forcing those variants into the build fixes it.
How to fix it
1. Collect and force the variants
Record the needed variants into a Shader Variant Collection while exercising the feature in play mode, then add that collection to Graphics > Always Included Shaders / preloaded shaders so they survive stripping.
2. Whitelist keywords in build stripping
If you use a IPreprocessShaders callback or SRP stripping settings, exclude the keywords your code enables at runtime via Shader.EnableKeyword so the stripper keeps those combinations.
3. Reproduce in a Development Build
Make a Development Build and watch the player log for Shader ... no variant warnings. They name the exact missing keyword set so you know which variant to preserve.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.