Specular does not use tangent space, you probably notice that the specular shine is nicer with bumped specular (when it works).
And to get tangent space working, you need to have UVs for your geometry. What does your first UV set look like? If you haven’t started unwrapping, just do a quick UV unwrap and see if it looks any different.
Yep, everything was uv-ed, I had the whole body in one map. I tried to use the shader on another mesh (stock male model that comes with modo) hoping my original mesh had some kind of error. I did a test separating out the head uvs and got a clean result (no spec lines), but got the same lines when the entire body uvs were packed into one sheet :
Looks like when the UVs get too condensed, the shader doesn’t render properly. However, I’d rather just keep everything in one map if possible.
ShaderLab = Questions and answers when writing Unity shaders
I’m not sure it was correct to move this into ShaderLab. I’m not writing a Unity shader, just trying to use one that comes with the engine by default. ? That qualifies as Unity Support to me? Would it be possible to get some kind of response from a Unity developer?
Usually bumpmapping weirdness are due to tangent space calculation failing in some cases (which most often are caused by very stretched, or mirrored, or non-unique UV mappings).
Generally, you should avoid UV seams, or make them in the areas of the model that are mostly invisible to the viewer.
If you’d file a bug report and attach the model that produces this issue, with textures that you use (prefrably just a Unity project that completely shows the issue), we could take a look at what exactly goes wrong there.