                 // Final lighting mix.
                 fixed4 output = albedo;
 #if defined(_SPHERICAL_HARMONICS)
-                fixed3 ambient = ShadeSH9(float4(worldNormal, 1.0));
+                fixed3 ambient = i.ambient;
 #else
                 fixed3 ambient = glstate_lightmodel_ambient + fixed3(0.25, 0.25, 0.25);
 #endif

#if defined(_VERTEX_COLORS)
                fixed4 color : COLOR0;
#endif
#if defined(_IRIDESCENCE)
                fixed3 iridescentColor : COLOR1;
#endif
#if defined(_WORLD_POSITION)
#if defined(_NEAR_PLANE_FADE)


#if defined(_VERTEX_COLORS)
                o.color = v.color;
#endif

#if defined(_SPHERICAL_HARMONICS)
                o.ambient = ShadeSH9(float4(worldNormal, 1.0));
#endif

#if defined(_IRIDESCENCE)
