Blend modes in shader graph works differently on android platform

After changing the platform in build settings to android, the blending modes began to work incorrectly
On windows and ios everything works fine.
I used lightmap in shader graph and mixed it with albedo using overlap
I tried all the blending modes but none of them gave me the right result.
Does anyone know what this is related to? Is it a platform limitation or just a bug?

not sure why this is, but you could try just using the actual overlay math instead, maybe that wouldn’t have any issues. it can be found here:
Blend Node | Shader Graph | 6.9.2 (unity3d.com)