ANSWER:
As mentionned by Kevin the AlphaToMask On does not render on Android setup. the workaround is to use the clip(alpha - 0.1). It works better with TextMeshPro clip with 0.5 value instead of 0.1 which gives a bolder font. So the corrected shader looks like that:
Shader "Unlit/InvertFontAtlas"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
Cull off
Blend SrcAlpha OneMinusSrcAlpha
//AlphaToMask On
Blend OneMinusDstColor Zero
//AlphaToMask On
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0 Alpha:Blend
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col;
col.rgb = _Color;
col.a = tex2D(_MainTex, i.uv).a;
// here the clip line
clip(col.a - 0.5);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}

