Ipad4 mini render texture give horizontal glitches, Ipad2, iphone5, desktop android is ok

I Have drawing application and i have a bucket tool which flood fill predefined regions, regions is stored in separated image as different colors.
This is result on ipad4mini retina.

If i change render texture size from 2048x1536 to 1024x768 everything works good.
It’s quite strange because some regions are good and some are not.

In attachments you can find a project, just import it to the clean project and run scene Test/BucketFill/BucketFillTest it will paint different regions to different colors and then you can repaint any regions by clicking on it.

Bellow is a fragment shader which i use to fill regions. OringX and OriginY is a parameter which point to region which then i compare with whole texture and show just part where color is the same as in the OriginX, OriginY

half4 frag (v2f i) : COLOR
     {
         fixed4 color = i.color;
         color.a *= tex2D (_MainTex, i.uv).a;
        
         float4 mask = tex2D(_RegionTex, i.uv3);
         float4 original = tex2D(_RegionTex, float2(_OriginX, _OriginY)); 
         color.a *= (mask.a == original.a);
         color.a *= (mask.r == original.r);
         color.a *= (mask.g == original.g);
         color.a *= (mask.b == original.b);
         return color;
     }
Graphics.DrawMesh(mesh, SwatchPosition, Quaternion.Euler(0,0, 0), mat, BrushLayerId, camera);

and this is how i render the regions - it’s a plane mesh with material (see shader above). It’s appeared only for one frame. Camera can see this swatch and also render plane with the render texture which it render to.

2883307–211753–bucket_test.unitypackage (832 KB)

I’ve just noticed that if i change mask texture format from alpha8 to rgba32 everything works ok. Not sure if it’s an issue.