Yes, of course... I'm baking with xNormal and viewing it in Max. It is a tangent map. The actual destination is Unity3D, but I haven't taken it there yet.
This is an awesome idea. Not only "let's just use the 3dsmax DirectX shader pipeline", but the whole Unity3D surface shader approach. Thanks for the template.
There is a giant beast around ! #unity3d #madewithunity #screenshotsaturday #gamedev #indiedev #indiegame pic.twitter.com/KN9WORR34d — EATMEAT Games (@EATMEATGames) January 14, 2017
You would need to write or replace built-in shader, it is same procedure as with replacing foliage or terrain shaders. Google for Unity3D built-in shaders.