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Sorry, thought I had found a work around, but I didn't after all.

I am currently stuck on this situation as well, but I don't wish to use deferred rendering.
Here's some more information with regards to this problem:




Will there be a fix for this issue in Forward Rendering?
(Forgot to mention earlier, the scene has a red direction light)

Inorder to produce the same effect as the Unity shader, I need to double the color multiply by 2 as such:





But doing so will cause Lightmapping issue:

Using double incoming light will reproduce Unity's diffuse shader.
However this doesn't work with Transparency.

This is the nodes for the transparent diffuse shader:

Here's a bit more information and problems with using double incoming light:

I'm presuming this has something to do with the "Double Incoming Light" option? Should that option be ticked by default to match Unity's default shaders?
Hi, any updates on this issue? I am on v0.32 and having this problem as well.
I read on the changelog something has changed with the lightmapping system in v0.33, would it solve this issue?