Is there a shader that has slots for normal and specular slots but uses vertex lighting instead of pixel lighting. Is it even possible for vertex lighting to work with normal maps. I am making an optomized game and would like to use some normal maps for my characters but I dont want them to use pixel lighting becuase that ups draw calls alot. Is this possible and is there already a shader that does this?
Thanks for any help!
No. Otherwise, where would the bumps come from, in between the verts?
Ah okay, thanks
It’s possible to use (primitive) normal mapping on fixed function but you would need to modify the vert colour every frame to simulate directional lighting. This would be slower than what you’re looking for I think…
The Dot3 combiner has to operate on every pixel, so it should be about equivalent performance-wise to a programmable pixel shader. (Assuming object space normal mapping, which the builtin Unity shaders don’t do.)