public static List <Brick> SubdivideCell(ProbeReferenceVolume.Volume cellVolume, ProbeSubdivisionContext subdivisionCtx, GPUSubdivisionContext ctx, List <(Renderer component, ProbeReferenceVolume.Volume volume)> renderers, List <(ProbeVolume component, ProbeReferenceVolume.Volume volume)> probeVolumes)
        static IEnumerable <(ProbeReferenceVolume.Volume volume, Vector3 parentPosition)> SubdivideVolumeIntoSubVolume(GPUSubdivisionContext ctx, ProbeReferenceVolume.Volume volume)
        {
            volume.CalculateCenterAndSize(out var center, out var size);
            float maxBrickInSubCell = Mathf.Pow(3, k_MaxSubdivisionInSubCell);
            float subdivisionCount  = ctx.maxBrickCountPerAxis / (float)ctx.maxBrickCountPerAxisInSubCell;
            var   subVolumeSize     = size / subdivisionCount;

            for (int x = 0; x < (int)subdivisionCount; x++)
            {
                for (int y = 0; y < (int)subdivisionCount; y++)
                {
                    for (int z = 0; z < (int)subdivisionCount; z++)
                    {
                        var subVolume = new ProbeReferenceVolume.Volume()
                        {
                            corner = volume.corner + new Vector3(x * subVolumeSize.x, y * subVolumeSize.y, z * subVolumeSize.z),
                            X      = volume.X / subdivisionCount,
                            Y      = volume.Y / subdivisionCount,
                            Z      = volume.Z / subdivisionCount,
                            maxSubdivisionMultiplier = volume.maxSubdivisionMultiplier,
                            minSubdivisionMultiplier = volume.minSubdivisionMultiplier,
                        };
                        var parentCellPosition = new Vector3(x, y, z);

                        yield return(subVolume, parentCellPosition);
                    }
                }
            }
        }