Divide a collider

I am wondering if it could be possible to divide a big cube collider into (sub)colliders. As an example, I have a cube collider with these dimensions 444. So I would like to create 64 (sub)colliders with a dimension 111. In my project, this way I could simplify the creation of a large invisible floor which lights up when player walks on. Any idea? Thank you ++

OK. I did this code so as to split a big box collider into subcolliders. Put it on a transform with a BoxCollider component. Set your prefab 111 - like a simple cube. It works fine, but I think that it could be improved. Do you see something that I should change? Thank you ++

using UnityEngine;
using System.Collections;

public class SubCollider : MonoBehaviour {

  public Transform cube;
  GameObject[] cubes;
  // Vector3
  int gridX;
  int gridY;
  int gridZ;
  // our box collider
  BoxCollider bc;
  // even or odd?
  float rtnX;
  float rtnY;
  float rtnZ;

  void Awake()
  {  // find the box collider
  bc = this.transform.GetComponent<BoxCollider>();
  // check collider scale
  if (bc != null)
  {
  gridX = (Mathf.RoundToInt(this.transform.localScale.x));
  gridY = (Mathf.RoundToInt(this.transform.localScale.y));
  gridZ = (Mathf.RoundToInt(this.transform.localScale.z));
  }
  // compute if X, Y or Z scale are even or odd
  if (gridX % 2 == 1)
  rtnX = 0.0f;
  else
  rtnX = 0.5f;

  if (gridY % 2 == 1)
  rtnY = 0.0f;
  else
  rtnY = 0.5f;

  if (gridZ % 2 == 1)
  rtnZ = 0.0f;
  else
  rtnZ = 0.5f;
  }

  void Start()
  {  // display for each integer/Vector3 inside the box collider a sub object
  for (int x = 0; x < gridX; x = x + 1)
  {
  for (int y = 0; y < gridY; y = y + 1)
  {
  for (int z = 0; z < gridZ; z = z + 1)
  Instantiate(cube, new Vector3((transform.position.x + x - (Mathf.FloorToInt(gridX/2)) + rtnX), (transform.position.y + y - (Mathf.FloorToInt(gridY/2)) + rtnY), (transform.position.z + z - Mathf.FloorToInt(gridZ/2)) + rtnZ), Quaternion.identity);
  }
  }
  // check all interactable objects and give them a unique parent to keep project clean
  cubes = GameObject.FindGameObjectsWithTag("Interactable");
  // hierarchy
  foreach (GameObject cc in cubes)
  cc.transform.parent = this.transform;
  // disable main collider and script at end
  bc.enabled = false;
  this.enabled = false;
  }
}