elaborate on confusion :)
float3 viewPos = lightData.center + coord.x * lightData.boxAxisX.xyz + coord.y * lightData.boxAxisY.xyz + coord.z * -lightData.boxAxisZ.xyz;
#if USE_LEFTHAND_CAMERASPACE
// not completely sure why this is necessary since the old stuff pretends camera coordinate system is also left-hand.
// see: Camera::CalculateMatrixShaderProps()
viewPos.z = -viewPos.z;
#endif
return UnityViewToClipPos(viewPos);