So I have a basic custom shadergraph shader.
Essentially the problem is when I bake lightmaps, anything using this shader is pure black.
So it seems that the bakes do not pick up ambient GI with shadergraph.
I ended up finding a fix but I am not sure if this is the proper solution or not.
I found the baked GI node and have no idea how to use it so I took a guess and multiplied the albedo with baked GI output and plugged it into emission.
This appears to give me the exact results I hoped for, however, I do not know if this is lucky and absolutely incorrect or the appropriate approach for now. Any help will be great. Thanks!
