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It has recently come to my attention that if you've got a custom shadergraph (in Unity w/ URP) and you set the ambient occlusion to 0, materials that use said shader will render completely black when you bake your lightmaps, even you you have "ambient occlusion" unchecked in your lighting settings

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this is one of those tweets I will archive, thinking it will save me in the future, and then freak out when all my materials are black and I cant figure out why

One one hand this seems totally wrong (i.e a bug), but on the other hand I've been able to find absolutely nothing about this on the internet and I can't imagine I'm the only person to ever experience this? So perhaps it is I that am wrong