I'm using light weight render pipeline and shader graph for a mobile app, and I'm having problems with specular highlights on the device on both iOS and Android. In the editor the materials look fine, but on the device the specular highlights are exaggerated and look like they use low precision calculations. This only seems to apply to shader graph materials, as you can see in the example below using a standard LWRP Lit shader doesn't get the same problems. Also, the precision problem seems to be related with camera FOV angle, with the problem getting worse on smaller FOV angles. I'm now using 2019.2b6, LWRP and Shader graph v 6.7.1, but the problem has been around (and I've been waiting for a fix) at least since 2019.1 Does anyone have any advice as to what might cause this, and how to avoid it?