# CalculateInterpolatedLightAndOcclusionProbe(Vector3, ref int, out SphericalHarmonicsL2, out Vector4)

> Calculate light probe and occlusion probe at the given world space position.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

## CalculateInterpolatedLightAndOcclusionProbe(Vector3, int, SphericalHarmonicsL2, Vector4)

```csharp
public void CalculateInterpolatedLightAndOcclusionProbe(Vector3 position, ref int tetrahedronIndex, out SphericalHarmonicsL2 lightProbe, out Vector4 occlusionProbe)
```

### Parameters

**** (\[Vector3]\(/engine/6000.5/script-reference/unityengine/vector3)): The world space position used to evaluate the probe.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Tetrahedron index that guides interpolation. Start with a value of 0 and reuse results between frames for faster lookup.**** (\[SphericalHarmonicsL2]\(/engine/6000.5/script-reference/unityengine/rendering/sphericalharmonicsl2)): The light probe where the resulting lighting is written to.**** (\[Vector4]\(/engine/6000.5/script-reference/unityengine/vector4)): The occlusion probe where the resulting occlusion is written to.
