normal map lighting bug on rotated but tiled planes?

I have very simple problem

I have 4 planes snapped and tiled together as you can see…
Then I applied Bumped Diffuse shader on them , without assigning any maps.
Then for the ones on the right I rotated some of them to 180 degrees. ( but they still do tile perfectly)

When you rotate camera and light , you can clearly see that the lighting behaving differently for the ones on the left and right.

They all have the same mesh ( from unity plane ) and default unity shader Bumped diffuse.

This is somewhat surprise for me as I thought if the normals are seamless, such as above, even if you rotate object, the normals should come out the same, because they are tangent based normal map shader.

If I apply non normal map using shader like Diffuse, then they both look the same.

Now, the difference is not much , but they are clearly there and it is very important to get this perfectly working as it should because you may want to use this shader for tiled 2d game etc…

Now, some people may ask " why do you rotate…" well, there are few reasons why I want to do so , and besides, that is not the point.

can anyone shine some light on this? Maybe someone from Unity?

thanks!

1235055–52323–$normalLightingBug.unitypackage (12.6 KB)

just submitted bug
Case number
540465

I have this error also anyone with a solution?

Here is Unity bug tracking link for above submission.

http://fogbugz.unity3d.com/default.asp?540465_3d2e7t615clehe9d

Unity is probably ignoring the issue as it has been over a year since submission.

Still open bug.!!!

Can you believe it? Sent bug. They even said they were able to reproduce it and then… what… nothing!
I mean really…