Baked lighting and normal maps

Is there any way to combine advantages of baked lighting and normal maps in the same time? Here’s example. I have this model and it has material with normalmap. I used on my scene realtime point light and normalmap works awesome it gives my model extra detail as I wanted:

Then I changed the light type to baked and as you can see baked light don’t care at all about normalmap and it looks really bad:

How to solve this? Is there any way?
Thanks in advance

This RNM Shaders still working in Unity 5 Free RNM Shaders - Community Showcases - Unity Discussions

If you try to download you’ll have a 404 error, but I re-up it for you with sample scene and the shaders. Unfortunately I do not have documentation, but it’s easy to use.
https://www.dropbox.com/s/92z2kscviqyl4w1/RNM%20Shader.zip?dl=0

By the way, I did not see any performance gains, if that’s what you’re looking for.

RNM is one obvious technique that combines normal maps with baked lighting. It doesn’t cost much shader performance, but it does require some additional memory. The problem is how to bake the RNM lightmaps.

Unity does provide the ability to bake the major light direction into directional lightmaps. It’s somewhere between standard lightmaps and RNM. Did you try that?

OK thanks guys I’ll defnitely try this

Did you ever figure this out?

Also struggling with this. Will try those shaders