I’m trying to setup a material that uses custom lighting (using a custom lightmap), but when I change Shading Model to Unlit (and switch the color to the Emission input), I also lose Ambient Occlusion on the objects using the material. Is there a way to still retain AO on a material not using the rest of the lighting pipeline?
did you end up finding a solution for this?
You can use the AO to alter the emissive values (like multiplying them together). But it cannot function as a proper lighting aware AO because it will not do any lighting calculations therefore it cannot know if it is directly or indirectly lit.