Confused about rendering path for WSA and baking lightmaps

I’m trying to figure out the path of least resistance for baking lightmaps for WSA to target x86 and ARM devices and could use some guidance.

While the option to choose a rendering path is missing from the PlayerSettings for WSA, I am guessing that only forward rendering is used (?), but I am only guessing. Based on the minimum specifications for Surface RT (D3D_FEATURE_LEVEL_9_1) and SM2… or since the feature levels may depend will I be able to bake dual lightmaps (for possible deferred rendering support), and depending on the shader used or created, it will just “work” depending on the hardware, and not lockdown to 9.1 feature set because I’m building for WSA?

I noticed in the documentation that I can use Dual Lightmaps with forward rendering, but that it requires me to use dualforward directive in a custom shader… is this available or is there a specific shader I should use or modify for my needs?

I have zero shader development experience, but I’m not afraid to learn that too…

You’re right, on WSA, deferred shading will not work D3D level 9.1 - 9.3 hardware (meaning all ARM tablets).

If you still bake dual lighmaps but do forward shading with builtin shaders, it will use just the far lightmap and everything will be as in single lightmapping mode. It might look OK, but you should try it out on your scenes.

And if you decide you want dual lightmapping with forward shading, tough luck - you will have to write custom shaders. You should look at our builtin shader sources, lightmap shaders specifically: http://download.unity3d.com/download_unity/builtin_shaders-4.3.1.zip.