Hello, when building on an android phone, the normal map's red or green channel flip or otherwise have incorrect values, depending of the orientation of the object (or the face). The normal maps are saved in ETC2 in android. This only affects the shaders made from the shadergraph, not the LW standard shader. Both materials used the exact same normal map Is this a known issue? Is there a magic button that tells the shadergraph to behave when built on android? This has been tested with shaders made in an older versions, as well as a shader made entirely in the newest version. Tested both in a 3D project made into LWRP and the Template for LWRP Tested with several versions of the shadergraph, as well as several versions of Unity, including 2019.3 and LWRP 6.7 and the Verified version of the LWRP on 2019.1. It was tested on a few years old android samsung tablet, as well as a Huawei phone from 2018. --- In each image, the 2 cubes on the right are the standard shaders, and are identical to their PC counterparts. The 2 cubes on the left of each image are very basic materials made in the shadergraph. Observe next to the red arrow that one of the normal map's channel's value is inverted.