# CalculateInterpolatedLightAndOcclusionProbes(NativeArray<Vector3>, NativeArray<int>, NativeArray<SphericalHarmonicsL2>, NativeArray<Vector4>)

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

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public void CalculateInterpolatedLightAndOcclusionProbes(NativeArray<Vector3> positions, NativeArray<int> tetrahedronIndices, NativeArray<SphericalHarmonicsL2> lightProbes, NativeArray<Vector4> occlusionProbes)
```

### Parameters

**** (\[NativeArray\<Vector3>]\(/engine/6000.6/script-reference/unity/collections/nativearray1)): The array of world space positions used to evaluate the probes.**** (\[NativeArray\<int>]\(/engine/6000.6/script-reference/unity/collections/nativearray1)): The array of tetrahedron indices that guide interpolation. Start with values of 0 and reuse results between frames for faster lookup.**** (\[NativeArray\<SphericalHarmonicsL2>]\(/engine/6000.6/script-reference/unity/collections/nativearray1)): The array of light probes where the resulting lighting is written to.**** (\[NativeArray\<Vector4>]\(/engine/6000.6/script-reference/unity/collections/nativearray1)): The array of occlusion probes where the resulting occlusion is written to.
