We apologize for the late reply, our ASE team was present in Unite Berlin during last week so support has been very limited.
Regarding your question, Amplify Occlusion should work great on iOS and mobile devices, requiring either OpenGL ES 3 or Metal Graphics APIs in order to properly display its effect. Did you come across any issues while testing it on your project?
We've seen similar issues to this one before with custom shaders, caused by replacement shaders ( normals ) and usage of different property names, but in order to further debug this issue I'll need you to share some additional information.
Have you tried using Unity's own AO solution, and is the issue present with it?
I did update my project to Unity 2018 (phew!), but this didn't fix the issue unfortunately.
I considered accepting this issue as it will occur rarely, but finally decided to remove AO from my project all together for performance reasons on mobile. I'm a bit sad about this as I really liked the outcome, but I guess AO is not really made for mobile at all except some particular cases. I hope I'll be able to use it in my next project.
Anyway, thanks for your support. Ah btw I'm REALLY looking forward to Amplify Imposters . Just signed up for the Newsletter
It's unfortunate that you've decided to remove Amplify Occlusion from your current project, however, as we're currently working on a more flexible technique that will be available as FREE major update soon, we hope that you can give our solution another opportunity.
For reference, could you share which Unity version you've updated to?
Also, thank you for signing up for the newsletter, the impostors are coming really soon so stay tuned!