public SphericalCoord LocalToSpherical(Vector3 localPosition)
    {
        // We need to know our 0..1
        float xPos = localPosition.x / terrainData.size.x;
        float yPos = localPosition.z / terrainData.size.z;  // NOTE: Z!

        Quaternion pointRotation = ChunkRotation *
                                   Quaternion.Euler(
            xPos * DegreesPerChunk - (DegreesPerChunk / 2f),
            yPos * DegreesPerChunk - (DegreesPerChunk / 2f),
            0
            );

        return(CoordHelper.RotationToSpherical(pointRotation));
    }