Today I was trying to code a shader using Object Space for lighdir/viewdir/halfdir and Normal Map, and the shader looked fine in the editor, but as soon as I cloned the object, the lighting broke and looked like if it was baked on the model and not dynamic anymore.
Deleting the clone everything returned to normal lighting behaviour.
If I clone the material and assign that to the clone everything works as expected, but using a different material means no batching is possible.
So the question is Object-Space Normal map good only for Singleton objects ?
Is this the expected behaviour ?
Would calculating lightdir/viewdir/halfdir in the Update function, as ObjectSpace Vectors, and passing them to the material change anything ?
I believe that using .shared material would mantain batching but apply same lighting to both clones and it will probably look like baked again, usinng .material will probably break batching again.
For more details you can view my question on Answers:
http://answers.unity3d.com/questions/639430/object-space-normal-map-object-clones-break-normal.html