Use of Low-Precision floats in Mobile Shaders breaks materials! (Affects Default Engine Materials)

Awesome explanation, @anonymous_user_fbe2d247. Thanks a lot! I’ll keep that vertex full precision info in mind. I already do a lot of stuff in vertex to save on processing power, even Fresnel.
I suppose you are exactly right about the problematic distance. In the projected objects that seemed to be the start distance of the projection problems.