Is there a possibility of a version of the Bumped Spec Illuminated shader that also allows for Lightmapping? For example, I have some road signs, construction cones, etc that use the illumination channel to simulate the ‘bloom’ that occurs when you pass a light over a reflectively painted surface (like, say, a highway sign or the stripes that are painted on a road), and it would be nice to be able to lightmap those surfaces as well.
So, for example, you could have a base texture with alpha for spec, a bump texture with alpha for illumination, and a lightmap texture.
What I am looking for is a version of Unity - Manual: Self-Illuminated Normal mapped Specular this shader that also supports a separate lightmap texture, so I can have surfaces that appear to cast their own light (based on a texture) and also have static lightmapped shadows from the environment cast on them (also from a texture).
If there is a way to do this already, or I am not understanding how a normal lightmapped shader can be used for this, someone let me know?