modo bump and normal map

When using normal and bump map on modo which shader do you use on Unity?

It depends.

For a start you’ll need the height map and normal map as textures rather than as a Modo shader tree. I do think Modo can bake them out to convert shader tree networks to a texture but I’ve only done relatively simple texture baking in Modo and can’t really give any guidance on this other than Google it. Personally I just UV map the object in Modo and then create a height map in a graphic tool then convert to a normal map using Crazybump or similar.

Now you have your normal map, and possibly a height map, it still depends. You’ll want one of the ‘Bump’ shaders most often, but the other features you’ll need in addition will dictate which one- Unlit? Diffuse? Specular? Reflective? For some special purposes you may want one of the ‘Parallax’ shaders which does a more realistic attempt to display the surface detail (Actually displacing it on screen) but at a cost of being a lot more demanding on the GPU. If you’re developing for Windows DX11 only (Unlikely given your signature!) then you may want to use one of the tessalation shaders available there for true geometry-level detail but to be honest I’ve not played with those so can’t really help.