Normal maps really slow on iPad

Hi,
I’m working on a prototype game on iPad
I’m trying to use normal maps, but each time I use openGL Es1.1+2.0 to display it, my fps drops to 4fps (a simple square plane with a texture).
If I use only OpenGL 1.1, I have 30fps but no bump.
Is it an unity problem? Is there any way to have bump on iOs ?

Normalmaps aren’t the part thats slow, its pixel lights which are required for normalmaps which have a hefty impact as each object that is affected by the light is drawn once again for each light its affected by

look at the 2 recent RNM threads to see alternative ways to get normalmapping without real lights

is this technique faster then the standard method (witch is super slow in my case drops the fps from 30 to 5)?
only found one RNM thread (the original one), would you mind sharing the second thread link?

a bit but in case of your drop the solution is simply: don’t use pixel lights on ipad1 and on iPhone4 and iTouch4 / ‘4S’ (set them to non-important or set the quality level to one with 0 pixel lights allowed while keeping them on auto). They run with the 3GS gpu while trying to render 4 / 5.2 times the pixel, where as the 3GS gpu was only designed and meant to be used on 480x320 screens

Actually i am not using any pixel light (o), all my scene is lightmapped.But how can i make my normal maps simply show, i thought of 2 solutions:
:
1-should i add lights (corresponding to the lights used for baking) that only affect (via coding) the normal channel of my shaders ?
2-or is it possible to let the normal map to just show in my lightmapped shader without using any lights?

BTW i tried the RNM shader, and its evenly slow on the iPad, it seems these shaders are more quality oriented than performance (7fps with just one shader)

Ok, I discovered that in order to let normal and specular show on your surface, you had to set the lightmap bake options to “directional lightmap” (yes, this option dosen’t only affect the lightmap baking also how will they behave afterwards)and then normal maps and specular shading is taking into account even with 0 dynamic lights.
However this seems to be quite heavy on a mobile GPU like the iPad and even if you use the “mobile” shader version fps is around 15 which still doesn’t solve the problem in my case.
And I don’t why but “mobile/bumped/scpecular” shows as flat black on the iPAd where “mobile/bumped” shows without any problem.