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?