When will LIGHTMAP_ON and LIGHTPROBE_SH both enabled?

In Unity builtin render shader file UnityStandardConfig.cginc, I found these code:

#ifndef UNITY_SAMPLE_FULL_SH_PER_PIXEL
    // Lightmap UVs and ambient color from SHL2 are shared in the vertex to pixel interpolators. Do full SH evaluation in the pixel shader when static lightmap and LIGHTPROBE_SH is enabled.
    #define UNITY_SAMPLE_FULL_SH_PER_PIXEL (LIGHTMAP_ON && LIGHTPROBE_SH)

    // Shaders might fail to compile due to shader instruction count limit. Leave only baked lightmaps on SM20 hardware.
    #if UNITY_SAMPLE_FULL_SH_PER_PIXEL && (SHADER_TARGET < 25)
        #undef UNITY_SAMPLE_FULL_SH_PER_PIXEL
        #undef LIGHTPROBE_SH
    #endif
#endif

In my tests, dynamic object render with LIGHTPROBE_SH enabled, and static object render with LIGHTMAP_ON. Each rendering enables only one of macros.
So, in what case of object rendering do LIGHTPROBE_SH and LIGHTPROBE_SH both enabled?