Why the materials have a white aspect when the camera is far?

I am working in a Mobile App and I have a problem in some devices. I see the elements with standard material in white aspect when the camera is far. Like this:

When I do zoom and the camera moves, the elements start to change the white aspect to the real aspect. Like this:

Somebody knows how can disable the white aspect?
This situation only appear on some devices. I dont have problem on the unity editor.

Thanks

Ok try this Shader, and have a look what changed…

Shader "Custom/Custom Shader" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Main Texture", 2D) = "white" {}
		_MetallTex("Metallic Texture",2D) = "white" {}
		_Smoothness("Metall Smoothness",Range(0,1)) = 0.5
        _BumpMap("Normal Map", 2D) = "bump" {}
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		CGPROGRAM
		#pragma surface surf Standard fullforwardshadows

		sampler2D _MainTex;
		sampler2D _MetallTex;
		sampler2D _BumpMap;

		struct Input {
			float2 uv_MainTex;
			float2 uv_BumpMap;
		};
		fixed _Smoothness;
		fixed4 _Color;


		void surf (Input IN, inout SurfaceOutputStandard o) {
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			fixed4 m = tex2D(_MetallTex,IN.uv_MainTex);
			fixed4 n = tex2D(_BumpMap,IN.uv_BumpMap);

			o.Albedo = c.rgb;
			o.Metallic = m.r;
			o.Smoothness = m.a * _Smoothness;
			o.Alpha = c.a;
			o.Normal = UnpackNormal(n);
		}
		ENDCG
	}
	FallBack "Diffuse"
}

have you considered to use an other shader?