Hi,
you can perform both depending on the best choice for your needs.
You could save diffuse and normals in a image near to this:
but without that ugly vertical white stripe in the middle xPAnd build the UVmap using the left half of the image, so the normalmap coord into the shader will be:
float2 nCoor = inTex;
nCoor.x += 0.5f;
But as I suggested in my previous post, you could also use an effectmap, on same, twice or whatever resolution of the colormap:
float4 Color = tex2D ( sDiff, inTex );
float2 UpLeftQuarter = inTex * 0.5f;
float4 Normal = tex2D ( sEffects, UpLeftQuarter );
float2 UpRightQuarter = float2 ( UpLeftQuarter.x + 0.5f, UpLeftQuarter.y );
float4 Specular = tex2D ( sEffects, UpRightQuarter );
// and so...