Does anyone have an example image of a custom shader graph which successfully implemented SSAO? All features except SSAO are working on my shader. URP 14.0 Unity 2022.2 I added the _SCREEN_SPACE_OCCLUSION Boolean keyword and the _CameraNormalsTexture property to the shader In Shader Graph I added ScreenPosition UV out to a Custom Function as per other commenters on the forums... In frame debugger, I am seeing the SSAO pass and it does render camera depth normals, but they are the straight edges of my voxel cubes, not an AO effect. What am I missing and how do I generate the AO to multiply into the output?