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I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy way to do this in the free version of unity, which doesn't support deferred rendering/easy use of dual lightmaps.

However, it looks like it's possible, by writing a custom shader, using the "dualforward" parameter in a shader, switching the lightmapping mode to "dual lightmaps" and turning on "Use in forward ren." (basically, writing a shader that specifies the use of dual lightmaps, which should allow for a combination of lightmaps and normal maps)

So I downloaded the source code for the default shaders (because all I need is a normal specular bumped shader) and added "dualforward" to the parameters:

Shader "Bumped Specular Dual Lightmaps" {
Properties {
    _Color ("Main Color", Color) = (1,1,1,1)
    _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
    _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
    _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
    _BumpMap ("Normalmap", 2D) = "bump" {}
SubShader { 
    Tags { "RenderType"="Opaque" }
    LOD 400

#pragma surface surf BlinnPhong dualforward

sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
half _Shininess;

struct Input {
    float2 uv_MainTex;
    float2 uv_BumpMap;

void surf (Input IN, inout SurfaceOutput o) {
    fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
    o.Albedo = tex.rgb * _Color.rgb;
    o.Gloss = tex.a;
    o.Alpha = tex.a * _Color.a;
    o.Specular = _Shininess;
    o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));

FallBack "Specular"

This, however, doesn't seem to work. When I keep the "dualforward" param, every object that uses it seems to be lit by the one directional light in the scene. When I remove the "dualforward" param, it they look like normal lightmapped objects with no normal maps or specularity.

I noticed that the support for "dualforward" seems to be new in v.3.4.2, so I made sure to download it (I was running 3.4.1), but it still doesn't work.

Anybody have any advice for me?

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Do you have both your lightmaps? Dual forward needs two lightmaps to function properly according to this : Light mapping In-Depth –  Géry Arduino Jan 8 at 11:40
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closed as off-topic by Anko, bummzack, Josh Petrie Feb 27 at 16:33

This question appears to be off-topic. The users who voted to close gave this specific reason:

  • "Questions about debugging a problem in your project must present a concise selection of code and context so as to allow a reader to diagnose the issue without needing to read all of your code or to engage in extensive back-and-forth dialog. For more information, see this meta thread." – Anko, bummzack, Josh Petrie
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