How to make ambient occlusion with custom shader?

Hi there,

I have simple mesh with 2 parallel planes.
Also I have setup screen space ambient occlusion with com.unity.postprocessing package.
It works well with standard Default-Diffuse material:


Also I have shader which always returns white color.
The problem is when I assign custom material to the mesh, SSAO doesn’t get rendered:

How do I made ambient occlusion to appear within custom shader?

Shader code:

Shader "Origami/PaperShader"
{
    SubShader
    {
		LOD 100
        ZWrite Off
		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
		Cull Off
        Blend SrcAlpha OneMinusSrcAlpha
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            // vertex shader inputs
            struct appdata
            {
                float4 vertex : POSITION; 
                float2 uv : TEXCOORD0; 
            };

            // vertex shader outputs ("vertex to fragment")
            struct v2f
            {
                float2 uv : TEXCOORD0; // sheet coordinate
                float4 vertex : SV_POSITION; // clip space position
            };

            // vertex shader
            v2f vert (appdata v)
            {
                v2f o;
                // transform position to clip space
                o.vertex=UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }
            // pixel shader; returns low precision ("fixed4" type)
            fixed4 frag(v2f i) : SV_Target
            {
                    fixed4 col = fixed4(1.0,1.0,1.0,1.0);
                    return col;
            }
            ENDCG
        }
    }
}