Because DrawMesh is explicitly telling the rendering systems to render an object without any of that info calculated. The CPU has to calculate the light probe for that location so it can pass the information to the material. You can manually get the light probe information for that location using Unity - Scripting API: LightProbes.GetInterpolatedProbe but then you have to convert the data in the returned SphericalHarmonicsL2 to the unity_SHA*, unity_SHB*, and unity_SHC values the shader expects. There’s a thread someplace that goes into this on the forum, but I can’t remember where. I had to go through this for a project I was working on with very tall buildings where the top of the building needed a different ambient light color than the bottom.