Specular Shader overblown when build using 3.2

Hello, I am experiencing overblown specular shader when I build the game using 3.2. It used to display fine on the device using the previous version. Has anyone experience the same problem and have the solution to share? Thanks in advance.

The shader I am using is simply Specular, with one directional light in the scene.

Yeah I am experiencing the same problem. The strange thing is it happens on the 4G but not on the 2G. It works fine in the editor but on the 4G the whole blocks that would be blue (as in the screenshot) are bright white.

Does this theory make any sense to you:

  1. iPhone doesn’t support CGPROGRAM sequences in shaders (or does it?)

  2. The specular shader has no subshaders without CGPROGRAM sequences. This means it falls back to Vertex Lit which also doesn’t have appropriate subshaders. This means it falls back to… no idea actually.

So what we would need is just a plain diffuse shader with no CGPROGRAM elements. (That mobile bumped specular shader just isn’t the same…)

Am I completely lost?