So you can see Standard Shader occlusion seems to have a multiply effect going on there, but I can’t find it in code. (Left: my RMA Shader using only occlusion, Right: Standard Shader using only occlusion)
(Sorry about the broken post a few minutes ago, Unity forum 5 attachment limit was not fun…)
Actually, even without Occlusion, I still see these light grey color from Standard Shader. They don’t appear on the Shader Forge output, hmmm, what exactly ARE they?
Shader Forge and the Standard shader are different shading models. They will not look the same with the same inputs, and there is no solution for that because they are different.
If you use deferred rendering they’ll match a lot closer as it forces most of the lighting to be handled by Unity, but their implementations of ambient lighting are still slightly different.
The way Unity implemented the “no lighting” mode is by acting like there is one single directional light coming from the camera. Different lighting models will handle that slightly differently.