iOS6, lights built in shaders?

Hi, I’m having problems with ios6 my lit objects as they show in editor and < ios6. Here are some example pictures of the play button with one point light and the built in Diffuse shader:

The first image is from an iPad2 running ios5 and shows how it’s is supposed to look like. The second image is from another iPad2, but with ios6 installed. Both versions are from the same build, using xCode 4.5. I’ve also tried other built in shaders (mobile diffuse, diffuse fast, specular etc) and the problem remains. Why is the rendering being screwed on ios6?

ps: I’m using Unity Pro (v.3.5.6) Mac Lion

1050019--39004--$ios5.png
1050019--39005--$ios6.png

Haven’t anyone run into this problem? Could someone please explain why the lights behave differently on ios6?

Haven’t see that yet but I would like to point out a possible obvious reason: iOS6 XCode 4.5 completely removed ARMV6 support and as such ‘fixed function’ support / OpenGL ES 1.1 support
This might in trade cause mobile shaders that relied on falling back there to do some pretty weird stuff as the iOS OpenGL driver potentially does not longer cover such cases anymore for failing developers

Thanks for your answer Dreamora!
We are building exclusively for ARMV7 and the shader which creates the main trouble for us right now is the ordinary diffuse, not the mobile one.

This was a very handy piece of information I hadn’t read anywhere yet. Looking forward to reworking a lot of our simpler fixed function shaders (never liked them anyway)

Anyone knows when/if UT will update their built-in shaders? Really need a diffuse shader that works correctly with lights on ios6!

as the ordinary diffuse is a surface shader, that sounds strange or more appropriately: like something UT needs to address on the cg to glsl cross compiler.

thats assuming that the problem is unity at all and not iOS6 OpenGL ES drivers.

Just as a last thing: I assume your light is set to auto / important?

It’s set to auto, making it important changes nothing!