I am implementing custom rendering via the new Batch Renderer Group API and I come across weird/undocumented (at least could not find nothing about it) behavior when using LightProbes.CalculateInterpolatedLightAndOcclusionProbes for accessing the LightProbe data. The scene I am working on doesn’t have any placed LightProbes but it seems like it doesn’t account for ambient light.
Simply put, when I open up scene in editor, basic MeshRenderers are “black/dark” for a frame or two before the lighting works correctly. I think this is the issue with my implementation, because I am trying to avoid uploading updates of the instance buffer to the GPU (I know the object transforms will be static during the gameplay) so I read the LightProbes in Start() or in OnEnable(). But When I do this, the objects stays black.
What I am asking is, if there is a way to know, that the LightProbe data is available for query. I am also using HDRP which could potentially cause this problem (Skybox update? something related to HDRP in general?..).
Thank you in advance for any suggestions.