Hello.
I have a huge problem with materials on android devices. I’m using Standard Shader (Specular) and material turns black on mobile if I use OpenGL ES 3.0 as a graphics profile.
Using OpenGL ES 2.0 makes everything go back to normal.
Also, it does not affect geometry without textures (gray parts are also using Standard Shader)
Tested on Samsung P-600 (Galaxy Note 10.1) and Project Tango tablet. Both black on ES3.
No errors or warnings in logcat. Textures are 256x256.
Also works well on all other targets (web player/desktop).
What could be the cause of this?
Please report a bug with a small repro project.
It’s not easily reproducible because object are generated procedurally. I can’t send the whole project due to NDA, and I can’t seem to be able to reproduce it on static meshes.
Also, I have found that adding normal map to the texture causes it to go black. If I remove the normal map - all is fine.
Any guesses what might have caused this?
Stuff tend to go black on mobile a lot. I have submitted a bug where if you use lightmaps and unlit on mobile, things are black again. Perhaps they are related, submit a report and tell them to work it till it shows black 
Okay, now we have the black texture issue with object that has simple texture. No bump or parallax or anything. Plane standard shader on specular setup with diffuse texture.
I was able to finally pinpoint this. The problem was the missing tangents. Why didn’t Unity throw the “Shader wants tangents but the mesh doesn’t have them” warning. I have no clue. Anyway, this is solved.