void SetPreconvolvedAmbientLightProbe(CommandBuffer cmd, float asymmetry)
        {
            SphericalHarmonicsL2 probeSH = SphericalHarmonicMath.UndoCosineRescaling(RenderSettings.ambientProbe);
            ZonalHarmonicsL2     phaseZH = ZonalHarmonicsL2.GetCornetteShanksPhaseFunction(asymmetry);
            SphericalHarmonicsL2 finalSH = SphericalHarmonicMath.PremultiplyCoefficients(SphericalHarmonicMath.Convolve(probeSH, phaseZH));

            cmd.SetGlobalVectorArray(HDShaderIDs._AmbientProbeCoeffs, SphericalHarmonicMath.PackCoefficients(finalSH));
        }
        void SetPreconvolvedAmbientLightProbe(CommandBuffer cmd, float dimmer, float anisotropy)
        {
            SphericalHarmonicsL2 probeSH = SphericalHarmonicMath.UndoCosineRescaling(RenderSettings.ambientProbe);

            probeSH = SphericalHarmonicMath.RescaleCoefficients(probeSH, dimmer);
            ZonalHarmonicsL2.GetCornetteShanksPhaseFunction(m_PhaseZH, anisotropy);
            SphericalHarmonicsL2 finalSH = SphericalHarmonicMath.PremultiplyCoefficients(SphericalHarmonicMath.Convolve(probeSH, m_PhaseZH));

            SphericalHarmonicMath.PackCoefficients(m_PackedCoeffs, finalSH);
            cmd.SetGlobalVectorArray(HDShaderIDs._AmbientProbeCoeffs, m_PackedCoeffs);
        }