Lightmapped Bumped Spec Illuminated shader?

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.

Thanks.

What is different between illumination and a lightmap? That is, why not put directly into the lightmap whatever you’d put into illumination texture?

I’m sorry, maybe I wasn’t clear.

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?

Thanks, Aras

Yes. And if there will be something bright in the lightmap, and it’s base texture will be bright, then it will appear to emit light.

Thanks, Aras. for clearing this one up for me!