Hi there, I am working on a custom shader and had a question about which way I should be calculating my ambient lighting.
I have tried two different techniques:
float4 ambient = UNITY_LIGHTMODEL_AMBIENT;
and
float ambient = ShadeSH9(float4(worldNormal, 1));
Below I have a comparison image using the two techniques, with UNITY_LIGHTMODEL_AMBIENT on the left and ShadeSH9(float4(worldNormal, 1)) on the right.
Comparing to the diffuse color tint I have set, it would seem that UNITY_LIGHTMODEL_AMBIENT is a bit more accurate, but I’m still not sure.

Which technique should I be using to calculate my ambient lighting? Is one of these techniques more correct than the other? Thanks!