Unity pls stahp doing dis (Android weird bug)

Hello everyone,
Recently I started building a FPMA (First Person Messing Around) Game for Droid (“Goat Simulator” style, to be exact), but, i found some pretty awkward material/lightning bug(s) that are slowing my project down.
I’m talking about this:

-This is how it looks on the device (Galaxy S4):

-And this is how it’s looking on da PC (Win7, i3 2120, 4GB RAM, Gainward GT630):

I am using Mobile Bumped Diffuse for the cubes, Bumped Specular for the walls and the ground. Walls and Ground are lightmapped, and at the Dir. Light properties its set to cast Realtime Shadows. As you can see, the version that is running on the S4 looks how ith should; with “Normal” Normalmaps and with Realtime Shadows, but the PC one (although it’s the same) looks pretty weird and glitched out, displaying corrupted Materials and not displaying any Shadows over the Lightmap. ALSO, pay attention to the ground and the walls; on the PC it looks overexposed and too light, but the Droid one it looks perfectly fine.

-I tried switching to Standalone build and it displays the graphics exactly like the build ran on the Android. Looks like the Editor messed something up…

-When switched to Desktop build, Normalmaps had that usual blue tint on them (with Greens, Reds, Purples, etc. for the deformations), but when I switched back to Droid build, that blue tint became Red: 1583532--94626--$texture.jpg

-I’ll see later if reinstalling Unity could fix the problem…

If someone has got solution for me, please reply.
Cheers

EDIT: I forgot to say, the version of Unity is 4.3.0f4

Just tried reinstalling, didn’t help…

Anyone?