Both shaders are surfaces shaders, Standard lighting, fullforwardshadows (disabled on Android though) and target 3.5. Both use instancing and texture arrays. I have two problems: One shader is overlit (too reflective/glossy). The other uses a perlin map for randomization. On Quest, it creates artifacts (looks like its lower res) and close up you can see that a part seems to be missing (texture not being sampled on either end of the perlin noise?). I fiddled with quality settings but none had any effect so I suppose it's a shader problem. Here are screenshots from the editor, showing how it's supposed to look: The texture on the bricks is visible, not overlit. The terrain doesn't have artifacts, no gaps. Here's how it looks on the device: The texture on the brick is hardly visible, totally overlit. There are gaps on one part of the perlin noise and there are visible seams. Any help would be appreciated, thanks.