I first noticed this when I created a test scene to figure out settings for light mapping much bigger scenes. I have a shader forge shader and I couldn’t figure out why I couldn’t get a shadow made for these objects. It turned out that when opacity clip is enabled with a differed shader the shadows wont render in to the light map.
I looked at the standard shader in unity and started changing the rendering modes and built light maps for each mode. The cutout rendering mode also does not render shadows to the light map.
I have explored everything I can think of, how am I going render light maps for cutout blades of grass?
Im using 5.0.1f1
Did you find a solution to this?
An object with a cutout shader that worked on 4.6 vs baked lightmaps has no lights baked on it in Unity 5.1 (latest). Not even from emissive lights emitted by itself. All other objects around it receive all lights, including the emission from this cutout object.
I migrated towards the Standard Shader for cutout / backed, but still no joy.
Further testing proved that Unity’s shader is not at fault, the faulted logic is ShaderForge’s. By setting the standard shader to cutout you can receive the correct cast shadow in the lightmap. By using this lightmap you may be able to apply it over top a custom shader. My example shows the purple grass with the standard shader applied that can be seen on the left. The green grass is the shaderforge shader. Cheers and good luck.