Quick answer: Unreal Material noise nodes producing different output on mobile vs desktop? Mobile uses simplified noise for performance - explicitly select Cellular/Perlin or use a custom HLSL.
Stylized water shader uses Material noise. Looks great on PC; broken pattern on Android.
Pick the noise function
Material noise has a quality dropdown that defaults to Simple. Set to High Quality for cross-platform consistency.
Or use a noise texture
Bake a noise texture at authoring time. Sampling a texture is universally consistent and often cheaper than computing noise per-pixel.
Mark for mobile compatibility
Material details > Used with Mobile. Forces shader generation for mobile profile, surfaces noise-function issues at compile time.
“Mobile graphics is a different profile. 'Same shader' is a desktop assumption.”
Audit material noise usage once. Most stylized projects can pre-bake noise to a texture; the runtime computation is rarely worth the variance.