Looking for a starting point for this, with forward rendering it’s easy as you have the light direction and contribution.
Similar to a cel shader that has a shaded colour and an occluded colour, so basically where the light doesn’t hit instead of going black it’ll go the colour specified by the texture map and then multiplied up/down based on the light contribution on that vertex.
Make sense? Hopefully deferred shading has some access to the occlusion of an object, but not sure where I’d be giving a post-process a texture map that’s per model.