Hi all.
This is driving me crazy.
For some reason, it seems that in this configuration (OpenGL ES 2.0 Unity 5 iPad 3) the color buffer depth is set to 16 bits instead of 32.
I see nasty dithering.
Even if I see surface->colorFormat = GL_RGBA8 in GLesHelper.mm player file, it seems I still get a 16 bits color buffer.
I found out what it is…
Using OpenGL ES 2.0 on ipad 3 and the standard shader, it seems that there are unity generated cubmaps, even if no skybox or reflection probe is used.
Applying this a metal 0 smoothness 0.5 material create dithering. The dithering may come from the compressed format used by this cube map.
i saw the cubemap textures using the Xcode Capture GPU Frame feature.
Had to switch back to a legacy shader.