+1
Not a bug

Dynamic lights do not affect lightmapped surfaces

robert briscoe 10 years ago updated by Freya Holmér (Developer) 10 years ago 4
So was hoping I could create a shader which has lightmaps and also accepts dynamic lights, however, once lightmaps are enabled shaders compiled in SF no longer accept dynamics lights, even if I set the light count to "Multi-Light". 

Right now the shader is just a simple diffuse + lightmap. When testing with the default Unity shaders it works fine for some reason...
EDIT: Bugger! Ignore this - my dynamic light had a culling mask set on it which I was unaware of - works now!

I do have one request though - can we manually set the light count? I really only need to support 1-2 dynamic lights on my surfaces and i'm guessing less lights=less instructions?
It's not really possible to set the light count as far as I know. I believe Unity's internal system controls each render pass. The forward render path has to passes; base and add. Base is run for all shaders, and has all the things that are added just once, plus one directional light source. The Add pass is then called by Unity's rendering system, per-light, which, as far as I know, is something I can't control, at least not on a per-shader level. Thanks for the report anyhow :)
@robert:
If I understood everything right so far you can simply tell Unity to render only a given amount of lights by adjusting the Project Quality settings inside the editor.
That is where you can chose how lights affect surfaces and how many of them do.
Ah yes you're totally right on that! Noted!