 
 #if defined(_VERTEX_COLORS)
                 o.color = v.color;
+#endif
+
+#if defined(_SPHERICAL_HARMONICS)
+                o.ambient = ShadeSH9(float4(worldNormal, 1.0));
 #endif
 
 #if defined(_IRIDESCENCE)

#endif
#if defined(_NORMAL)
#if defined(_TRIPLANAR_MAPPING)
                fixed3 worldNormal : COLOR2;
                fixed3 triplanarNormal : COLOR3;
                float3 triplanarPosition : TEXCOORD6;
#elif defined(_NORMAL_MAP)
                fixed3 tangentX : COLOR2;
                fixed3 tangentY : COLOR3;
                fixed3 tangentZ : COLOR4;
#else
                fixed3 worldNormal : COLOR2;
#endif
#endif
                UNITY_VERTEX_OUTPUT_STEREO

                // Final lighting mix.
                fixed4 output = albedo;
#if defined(_SPHERICAL_HARMONICS)
                fixed3 ambient = i.ambient;
#else
                fixed3 ambient = glstate_lightmodel_ambient + fixed3(0.25, 0.25, 0.25);
#endif
