I am trying to cast a shadow on a set of points in Unity that are below a `BoxCollider`

object (have an x and z that would be in the box but y is below it). I previously used InverseTransform point to check if the points were in the bounding box, however it doesn't seem to work here because it would only check if the point y in the box frame is below the box.

In addition, I am doing this calculation on a thread so I can't use raycasting or any of the other Unity APIs available. How might I check if a point is below the box using strictly vector/quaternion math?

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