These are a sampling from various mobile based projects that I've worked on. Things have really changed in the mobile development world in the last couple of years. Tri counts are up and the gloves are off with the number of setpass calls we can have in a level and still run >30 fps. In this example I made a shader that takes it's input from a specular, reflection, and AO from a single RGB lookup texture. Since the AO is multiplied at the shader level rather than embedding in the diffuse texture, you can obtain more subtle shading where there is direct light and more pronounced in the ambient light better approximating natural lighting. Textures were created in Photoshop using curvature maps and AO for masking to create edge wear and dirt. The UVs were laid out differently for each section. Some are overlapping with a second set for AO/lightmaps and some are unique (painter style) for parametric baking effects and painting.
The Shadow launcher shown here uses a custom shader that I made that allows me to input the AO map separately and switch the UV channel as needed. This enables me to use tiling textures for color, and so I can overlap the primary UV and size them outside the 0-1 space then use the second UV (unique shells) to hold the AO. The shader pipes the AO channel into the lighting engines diffuse AO channel so where the direct light is hitting the model more square you get less AO effect, but in the shaded areas you have a very prominent AO look better approximating real life.
The Shadow launcher shown here uses a custom shader that I made that allows me to input the AO map separately and switch the UV channel as needed. This enables me to use tiling textures for color, and so I can overlap the primary UV and size them outside the 0-1 space then use the second UV (unique shells) to hold the AO. The shader pipes the AO channel into the lighting engines diffuse AO channel so where the direct light is hitting the model more square you get less AO effect, but in the shaded areas you have a very prominent AO look better approximating real life.