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Yet Another Forward Rendering, Lightmap and Bump shader question
Hi,
I have been trying to make this thing work for many days and failed. So, I'm joining the army of people who has the same question on all over internet and has no anser...
When I get home, I can add my own shader code here but basically I'm suffering the same problem with this guy : http://gamedev.stackexchange.com/questions/20435/how-can-i-use-the-dualforward-parameter-in-my-unity-shader-to-use-lightmaps-and
I am importing the built-in bump reflective shader to my project and I'm adding "dualforward" into it. After a few modification to make it compilable (like shader version 3.0 or something...), I can see the bump effect with reflective surface. But lightmap (baked shadows) gets disabled :( :( Same thing happens on my terrain shader when I add dualforward to it.
I'm using Unity4, forward rendering, bake mode is dual with "use in forward" checked. I hope, after so many people searching for the same thing for many years, someone here has the real answer...
And NO! I can't use deferred lighting because our target is mobile platform.
Answer by Xtro · Aug 08, 2013 at 02:46 AM
Answering my own question after gaining alot experience with the topic.
It's possible to write some custom shaders to enable this scenario (Forward + Lightmap + Bump) but it's very complex and hard to succeed. In our project we gave up the idea of havinh such features all together on mobile version of the game.
But luckily, Unity4.2 just come out and they started to support deferred render mode on some mobile platforms. On my ipad, I'm able to see those features all together. Dynamic spotlight shadows are also working on ipad. That's an amazing thing.
Se we didn't solve the problem. Unity did in 4.2 :)