There is no 'second pass' (a 'pass' draws the whole geometry a 2nd time) for lightmaps on iOS. 3GS can access up to 8 textures in a single pass if I recall correctly. You'll get the best performance by using vertex colors for lighting, but performances are ok with lightmaps even on the oldest devices. Avoid…
Ok hope someone can give me a little heads up here. I want to use multiple materials for an environment running in Unity on IOS prob, everything above 3GS, now here is the issue... I want to bake the shadows/ambient occlusion to a separate UV channel, I have been told this will give me a drastically large hit to the frame…
Unity does have all this built in. Check the Beast lightmapping stuff, ensure your models to be lightmapped have generate lightmap UVs ticked (or your model has a lightmap UV channel) and are set as Lightmap Static. Ensure the materials have a lightmapped shader. The hit isn't that significant (other than another texture…