Unity4 Baking normalmaps into lightmaps

It is described everywhere that this is a feature now, my question is what shaders support the normal map and lightmap at the same time? Any links to more information about this feature would be greatly appreciated.

It still bakes to a regular lightmap. Just that, before, it wouldn’t take the normal map into account when baking lighting (only the raw geometry).

i.e. if you have a flat polygon with a brick normal map on it, before it would simply give you a flat lightmap because it baked the light applied to the geometry, but now the lightmap will appear more detailed because it bakes the light applied to the normal map.

There is an RNM (Radiosity Normal Map) lightmap feature that will bake light direction into the lightmap so you can have regular lightmaps and specular light using normal maps applied. But I think that’s Pro feature? It was in 3.5 anyway so it’s not a new feature.

Yes I understand your point however most of the shaders I have tried still do either normal map or lightmap. When I try to use bumped shaders the item is black, or not receiving static lighting information. I have tried to set a normal map shader on the object and then baked a lightmap, afterwards I switched to an unlit shader, which had mixed results.

Hm, as far as I understand it, if you’ve applied a normal mapped shader to the mesh, but then bake a lightmap for it, then when it’s rendered the shader will simply fall back to a lightmapped shader (i.e. it won’t use dynamic lights).

At least, that’s the case with the built-in shaders as their fallbacks are set up that way.

Not sure what your issue is, I’ve not done much with lightmapped stuff in Unity yet :confused: