We reproduced the problem on our side and identified two reasons as for why :
- The default for a normal is 127, 127, 255 (which should be 127.5, 127.5, 255 but that's not possible in a 8bit format).
- The specular and diffuse reflection works by using samples to read the env-map, the less you have them, the more divergence will appear.
The first point will be solved on our side, the second one can only be "solved" by increasing the amount of samples (see the quality setting in the shader parameter). However unless you increase it to a very crazy number (which is really not a good idea if you want good performances) some differences will still be visible.