I'm doing a lot of work in Viewport 2.0. A lot of what we do requires transparency/alphas on surfaceShaders. This causes an issue with using viewport 2.0's ambient occlusion for everything else, because there does not seem to be a way of preventing it from effecting objects with transparency or surface shaders. We're working in DirectX11 mode for use of the dx11 uberShader. Does anyone know of any other dx11 shaders that prevent shadowing or ambient occlusion, or any way of simply preventing AO from involving such geometry?