Post Process Render, Guy Debord model by McKenzie Wark
Ambient Occlusion with Post Processing
Open Window->Package Manager
Select Post Processing
A window will pop-up, select Install
Choose the camera(s) you will be publishing:
For the Steam VR emulator camera in Hierarchy open Player->NoSteamVRFallbackObjects->FallbackObjects
Select Component->Rendering->Post-process Layer
At the top of the Inspector select Layer->Add layer...
Type a name such as post process in one of the empty layers
Select the Camera (FallbackObjects)
In the Inspector under Post-process Layer
Change Layer to post process
Select Mode Fast Approximate Anti Alias (FXAA) (default no Anti-Aliasing)
Select GameObject->3D Object->Post-process Volume
Select the Post-process Volume in the Hierarchy
Change the Layer to post process in the Inspector
Select Is Global
Under Post-process VolumeProfile click New
Click Add effect...
Select Unity->Ambient Occlusion
Under Ambient Occlusion
Select Mode, Intensity
Change the Mode to Scalable Ambient Obscurance (The other option will not work with WebGL.)
Change Intensity to .25
You will need to run the Game to see the effect. It will be more obvious on walls.
Try adding other effects, use Add effect...
Follow this procedure for any camera you would like to use with the Post Processing.
In order to avoid Baking:
Do not use Static on any of your models.
Do not select Contribute Global Illumination on any of your models.
Select Window->Rendering->Lighting Settings (Or click the button lower right of screen.)
You may want to change Source to Color (default skyBox)
You may want to increase the Ambient Color for the scene to make it less dark.
Keep Baked Global Illumination (default, Keep unless you are having problems with baking.)
Keep Lighting Mode at Shadowmask (default)
Do not use Ambient Occlusion