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# LightProbes.CalculateInterpolatedLightAndOcclusionProbes

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public static method CalculateInterpolatedLightAndOcclusionProbes(positions: Vector3[], lightProbes: SphericalHarmonicsL2[], occlusionProbes: Vector4[]): void;
public static void CalculateInterpolatedLightAndOcclusionProbes(Vector3[] positions, SphericalHarmonicsL2[] lightProbes, Vector4[] occlusionProbes);
public static method CalculateInterpolatedLightAndOcclusionProbes(positions: List<Vector3>, lightProbes: List<SphericalHarmonicsL2>, occlusionProbes: List<Vector4>): void;
public static void CalculateInterpolatedLightAndOcclusionProbes(List<Vector3> positions, List<SphericalHarmonicsL2> lightProbes, List<Vector4> occlusionProbes);

## Parameters

 positions The array of world space positions used to evaluate the probes. lightProbes The array where the resulting light probes are written to. occlusionProbes The array where the resulting occlusion probes are written to.

## Description

Calculate light probes and occlusion probes at the given world space positions.

If there are no probes baked in the scene, the ambient probe will be written to the `lightProbes` array and `Vector4` (1,1,1,1) will be written to the `occlusionProbes` array.
ArgumentNullException is thrown if `positions` is `null`.
You can omit either `lightProbes` or `occlusionProbes` array by passing `null` to the function, but you cannot omit both at the same time. If both arrays are omitted, an ArgumentException is thrown. `lightProbes` and `occlusionProbes` should be calculated together for better performance.
For the overload which takes arrays as arguments, the `lightProbes` and `occlusionProbes` must have at least the same number of elements as the `positions` array.
For the overload which takes lists as arguments, the output lists will be resized to fit the size of the `positions` array if there is not enough space in the given lists.
The returned probes may be further used for instanced rendering by copying them to a MaterialPropertyBlock object via MaterialPropertyBlock.CopySHCoefficientArraysFrom and MaterialPropertyBlock.CopyProbeOcclusionArrayFrom.

```#pragma strict
// This script uses OnPreCull for the rendering. It is mandatory to put the script to a Camera object.
// Make sure light probes are placed and baked in the scene.
@RequireComponent(Camera)
public class Simple extends MonoBehaviour {
public var material: Material;
private var transforms: Matrix4x4[];
private var properties: MaterialPropertyBlock;
private var cubeMesh: Mesh;
function Start() {
const var kCount: int = 100;
// Generate 100 random positions
var positions: var = new Vector3[kCount];
for (var i: int = 0; i < kCount; ++i)
positions[i] = new Vector3(Random.Range(-20.0f, 20.0f), Random.Range(-20.0f, 20.0f), Random.Range(-20.0f, 20.0f));
// Calculate probes at these positions
var lightprobes: var = new UnityEngine.Rendering.SphericalHarmonicsL2[kCount];
var occlusionprobes: var = new Vector4[kCount];
LightProbes.CalculateInterpolatedLightAndOcclusionProbes(positions, lightprobes, occlusionprobes);
// Put them into the MPB
properties = new MaterialPropertyBlock();
properties.CopySHCoefficientArraysFrom(lightprobes);
properties.CopyProbeOcclusionArrayFrom(occlusionprobes);
// Compute the transforms list
transforms = new Matrix4x4[kCount];
for (var i: int = 0; i < kCount; ++i)
transforms[i] = Matrix4x4.Translate(positions[i]);
// Create the cube mesh
cubeMesh = GameObject.CreatePrimitive(PrimitiveType.Cube).GetComponent.<MeshFilter>().sharedMesh;
// Make sure the material property is assigned
if (material == null || !material.enableInstancing)
Debug.LogError("material must be assigned with one with instancing enabled.");
}
// OnPreCull happens before every culling, which is the perfect timing to inject DrawMesh* function calls.
function OnPreCull() {
if (material != null && material.enableInstancing) {
var lightProbeUsage: var = UnityEngine.Rendering.LightProbeUsage.CustomProvided;
// enable instancing for probes
Graphics.DrawMeshInstanced(cubeMesh, 0, material, transforms, transforms.Length, properties, UnityEngine.Rendering.ShadowCastingMode.On, true, 0, null, lightProbeUsage);
}
}
}```
```using UnityEngine;// This script uses OnPreCull for the rendering. It is mandatory to put the script to a Camera object.
// Make sure light probes are placed and baked in the scene.
[RequireComponent(typeof(Camera))]
public class Simple : MonoBehaviour
{
public Material material;    private Matrix4x4[] transforms;
private MaterialPropertyBlock properties;
private Mesh cubeMesh;    void Start()
{
const int kCount = 100;        // Generate 100 random positions
var positions = new Vector3[kCount];
for (int i = 0; i < kCount; ++i)
positions[i] = new Vector3(Random.Range(-20.0f, 20.0f), Random.Range(-20.0f, 20.0f), Random.Range(-20.0f, 20.0f));        // Calculate probes at these positions
var lightprobes = new UnityEngine.Rendering.SphericalHarmonicsL2[kCount];
var occlusionprobes = new Vector4[kCount];
LightProbes.CalculateInterpolatedLightAndOcclusionProbes(positions, lightprobes, occlusionprobes);        // Put them into the MPB
properties = new MaterialPropertyBlock();
properties.CopySHCoefficientArraysFrom(lightprobes);
properties.CopyProbeOcclusionArrayFrom(occlusionprobes);        // Compute the transforms list
transforms = new Matrix4x4[kCount];
for (int i = 0; i < kCount; ++i)
transforms[i] = Matrix4x4.Translate(positions[i]);        // Create the cube mesh
cubeMesh = GameObject.CreatePrimitive(PrimitiveType.Cube).GetComponent<MeshFilter>().sharedMesh;        // Make sure the material property is assigned
if (material == null || !material.enableInstancing)
Debug.LogError("material must be assigned with one with instancing enabled.");
}    // OnPreCull happens before every culling, which is the perfect timing to inject DrawMesh* function calls.
void OnPreCull()
{
if (material != null && material.enableInstancing)
{
var lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.CustomProvided; // enable instancing for probes
Graphics.DrawMeshInstanced(cubeMesh, 0, material, transforms, transforms.Length, properties, UnityEngine.Rendering.ShadowCastingMode.On, true, 0, null, lightProbeUsage);
}
}
}
```

The example demonstrates how to leverage the baked light probes to enhance the visual quality of instanced rendering.