It appears that the Legacy Lightmapped Diffuse Shader does not behave like it did pre-Unity3. Now it adds ambient light where it used to ignore ambient light. I converted a project from unity 2x to Unity3 which was using Lightmapped/Diffuse. Is this a known issue or was the behavior changed intentionally? I’m not new to shaders but I am new to Shaderlab… I’m not sure how I would go about changing it back to the way it was for this project. The Open compiled shader button doesn’t seem to do anything in Unity 3 B5.
twofold:
- I would expect its partially intend to work in line with deferred rendering, dual lightmapping and dynamic lights
- the shaders are not done yet, likely also because the engine is still in move.
I believe you are correct on both accounts. If I change the cameras Rendering Path to Vertex Lit the scene appears more like it did previously. This is an iphone project that was made in indie. Planning on updating it once Unity 3 comes out now that I have switched to Unity Pro + Unity Iphone Pro