The problem is that my Material is using more textures.
Instead of roughness being a scalar value (like yous) it’s a texture.
The same for Metallic, Normal, Base Color and Occlusion.
I figured out that OpenGL ES 2.0 has limit in samples, so I removed the Normal (for test) and now works in iOS 9.0 (iPad 3) and also Android
I haven’t changed the Device Profiles ini file. What did you put in yours (for curiosity?).
Thank you!