Realtime GI per vertex in surface shader
I'm writting a custom shader and I try to implement realtime GI. It seems to me that the realtime GI from probes is given per object, and not per vertex.
On the image below, both sides of the sphere receive the green contribution, but the right side (pointed by the arrow) should receive the red contribution instead.
Is there a way to get the realtime GI per vertex and not per object, in the lighting model? I'm using the standard call to get UnityGI result:
gi = UnityGlobalIllumination(data, occlusion, normal);
Thanks !
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