Shader not working properly with lightmapping scene

Hi, problem on video:

Without lightmaping - Проблемы нет - YouTube

With lightmapping - Проблема при запеченном освещении - YouTube

Its repdoduced on Unity 2019.2.12-18f1 and devices with Adreno 540, Mali G71mp10.

Portal shader:

Shader "FX/Portal"
{
	Properties
	{
		//[HideInInspector] _MainTex ("", 2D) = "white" {}
		_MainTex ("Texture", 2D) = "white" {} 
	}
		SubShader
	{
		 Tags {"RenderType" = "Opaque"}
		LOD 100

		Offset -0.01, -0.01

		Pass {
			CGPROGRAM
			#include "UnityCG.cginc"
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fog

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float4 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;

			v2f vert(appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = ComputeScreenPos(o.vertex);
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.uv.xy / i.uv.w);
				return col;
			}
			ENDCG
	    }
	}
	//Fallback "Diffuse"
}

Portal camera render code:

Cams[0].Render(); // first render zero camera (main)
for (int i = recursionSteps - 1; i > 0; i--)
{
    Cams*.Render(); // then all other cameras for recursion*

Graphics.Blit(RenderTextures*, RenderTextures[0]); // Then combine them with zero.*
}
At the same time, everything works fine on a PC, on the old Adreno 330 it’s fine too…

I didn’t do the right order of rendering cameras and blit.
Thats correct:

private TempRenderTexture, CurrentRenderTexture;
for (int i = recursionSteps - 1; i >= 0; i--)
            {
                Cams*.targetTexture = TempRenderTexture;*

Cams*.Render();*
Graphics.Blit(TempRenderTexture, CurrentRenderTexture);
Cams*.targetTexture = null;*
}