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My current guess is that it's something to do with the max texture size on the device and the lightmap. There are no shadows visible in the first example and the lightmap is a 4k texture.
Updated reports with latest info. Doesn't seem to be max texture size. It could be a floating point or half float frame buffer used for the rgbm conversion? Not sure yet.
This is on low quality, so no post processing in use. Anything using the MeshStandardMaterial seems to be affected.
This is on a Mali-G71
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