Version: Unity 6 Preview (6000.0)
Language : English
Introduction to Light Probe Proxy Volumes in the Built-In Render Pipeline
Configure a Light Probe Proxy Volume in the Built-In Render Pipeline

Set a GameObject to use a Light Probe Proxy Volume in the Built-In Render Pipeline

Most of the Renderer components in Unity contain Light Probes. There are three options for Light Probes:

  • Off: the Renderer doesn’t use any interpolated Light Probes.

  • Blend Probes (default value): the Renderer uses one interpolated Light Probe.

  • Use Proxy Volume: the Renderer uses a 3D grid of interpolated Light Probes.

When you set the Light ProbesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info
See in Glossary
property in the MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary
Renderer
component to Use Proxy Volume, the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
must have a Light Probe Proxy VolumeA component that allows you to use more lighting information for large dynamic GameObjects that cannot use baked lightmaps (for example, large Particle Systems or skinned Meshes). More info
See in Glossary
(LPPV) component attached. You can add a LPPV component on the same GameObject, or you can use (borrow) a LPPV component from another GameObject using the Proxy Volume Override property. If Unity cannot find a LPPV component in the current GameObject or in the Proxy Volume Override GameObject, a warning message is displayed at the bottom of the Renderer.

Example

An example of a simple Mesh Renderer using a Light Probe Proxy Volume component
An example of a simple Mesh Renderer using a Light Probe Proxy Volume component

In the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
above, there are two planes on the floor using Materials that emit a lot of light. Note that:

  • The ambient lightLight that doesn’t come from any specific direction, and contributes equal light in all directions to the Scene. More info
    See in Glossary
    changes across the geometry when using a LPPV component. Use one interpolated Light Probe to create a constant color on each side of the geometry.

  • The geometry doesn’t use static lightmapsA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
    See in Glossary
    , and the spheres represent interpolated Light Probes. They are part of the Gizmo Renderer.

Introduction to Light Probe Proxy Volumes in the Built-In Render Pipeline
Configure a Light Probe Proxy Volume in the Built-In Render Pipeline