Godot version:
3.2.3.Stable
OS/device including version:
NA
Issue description:
"Ao Channel Affect" defaults to 0, giving unexpected results. This means that as soon as you set an AO texture on a material, there will no longer be SSAO on that material. When this happened to me I assumed it was simply a limitation of the engine and on purpose. I think we should default that setting to 1. From talking to other Godot users I know others have thought that you couldn't use SSAO and AO textures at the same time because of this.
I'm also wondering if "Ao Channel Affect" is actually doing the correct thing. Currently it's controlling how much the SSAO can influence the AO maps, but it feels more logical that it would be how much the the AO maps are allowed to influence the SSAO.

Steps to reproduce:
Open the attached project to the see issue.
Minimal reproduction project:
ssao_aompap_issue.zip
Godot version:
3.2.3.Stable
OS/device including version:
NA
Issue description:
"Ao Channel Affect" defaults to 0, giving unexpected results. This means that as soon as you set an AO texture on a material, there will no longer be SSAO on that material. When this happened to me I assumed it was simply a limitation of the engine and on purpose. I think we should default that setting to 1. From talking to other Godot users I know others have thought that you couldn't use SSAO and AO textures at the same time because of this.
I'm also wondering if "Ao Channel Affect" is actually doing the correct thing. Currently it's controlling how much the SSAO can influence the AO maps, but it feels more logical that it would be how much the the AO maps are allowed to influence the SSAO.
Steps to reproduce:
Open the attached project to the see issue.
Minimal reproduction project:
ssao_aompap_issue.zip