EDIT 1: So it seems this is a common issue with Unity, and it comes from a bug in which custom camera matrices break deferred lighting and shadows. This topic right here talks about it a bit, but the ...
I've been using this script and shader from the wiki, and they work wonders; my only problem is using them in deferred rendering. Now, the way this shader works is by writing to the depth buffer to ...
How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?
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 ...