Ambient Occlusion of Standard Shader vs (diffuse + AO) integrated Texture

Hello

The Standard Shader has a slot to put Ambient Occlusion texture…
but from Blender, i can mix AO into diffuse texture… So my question is, is there any difference between them?.. or does Unity has a special work with AO on Standard Shader?

Thanks in advance.

Ambient occlusion should only affect ambient lighting and not direct lighting. If you apply the ambient occlusion to the diffuse color there’s no way to not have it affect all lighting. However it’s often a stylistic choice to have AO baked into the diffuse albedo texture.

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