I have one Directional light in a scene casting realtime shadows on animated 3d models. The models are using a shader from ShaderForge that calculates normal and spec maps. I’m building for iOS.
If I have both the specular part of the shader on and the shadows, I get this noise:
If I keep my specular map but ditch the shadows, it looks like this:
And if I keep my shadows, but ditch the specular map, it looks like this:
Any ideas what is causing this?