This is multiplied by the final BaseColor before output and multiplied with 0.5 (Specular default) as the Specular output. To be clear this is BaseColor = Cavity x OldBaseColor, Specular = Cavity x 0.5.
No idea if you dont know how to read or what but your are writing BS.
“This is render passes. I am talk about texture, not render passes. For texture, you must multiply AO/Cavity with Diffuse/Albedo.”
YOU SHOULD NEVER MULTIPLY DIFFUSE/ALBEDO WITH AO OR CAVITY IN PBR
For legacy shader, Yes you can and you should multiply ao with color.
For legacy shader, Yes you can multiply cavity with color but its Dumb and has no sense. Instead you should Overlay it.
AS FOR THIS
“AO represents diffuse light occlusion and is to be multiplied with the diffuse albedo in the shader.”
THIS IS HAPPENING IN SHADER NOT IN YOR DIFFUSE TEXTURE.