https://www.youtube.com/watch?v=D7LjsabD4V4
这个很强 他runtime bake lightprobe 之后走assetbundle加载
Place Probe
Bake Probe Data
Store Data for Each Vertex (texture)
Load stored Data at Runtime(vertexID vertexshader load)
Use data in shaders
用lightmapST和lightmap存了上面两个数据
把sh的作为ambinet值 ---间接光照