# CustomProvided

> The light probe shader uniform values are extracted from the material property block set on the renderer.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine.Rendering](/engine/6000.0/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
CustomProvided = 4
```

### Remarks

Property unity\_SHAr, unity\_SHAg, unity\_SHAb, unity\_SHBr, unity\_SHBg, unity\_SHBb and unity\_SHC will be set to zero if they are not part of the MaterialPropertyBlock.

Property unity\_ProbesOcclusion will be calculated as in normal lighting if it is not part of the MaterialPropertyBlock.

Note that using the light probe values baked at a different place may lead to incorrect rendering, especially when local lights (i.e. point lights and spot lights) are used. This mode is more useful when drawing instanced objects with [Graphics.DrawMeshInstanced](/engine/6000.0/script-reference/unityengine/graphics/drawmeshinstanced.md), where the light probe data is pre-calculated and provided as arrays.

Additional Resources: [MaterialPropertyBlock](/engine/6000.0/script-reference/unityengine/materialpropertyblock.md), [MaterialPropertyBlock.CopySHCoefficientArraysFrom](/engine/6000.0/script-reference/unityengine/materialpropertyblock/copyshcoefficientarraysfrom.md), [MaterialPropertyBlock.CopyProbeOcclusionArrayFrom](/engine/6000.0/script-reference/unityengine/materialpropertyblock/copyprobeocclusionarrayfrom.md).
