Version: Unity 6.7 Alpha (6000.7)
Language : English
Add ambient occlusion in the Built-In Render Pipeline
Introduction to Light Probe Proxy Volumes in the Built-In Render Pipeline

Configure a GameObject to sample more Light Probes in the Built-In Render Pipeline

Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
For more information on migration, refer to Migrating from the Built-In Render Pipeline to the Universal Render Pipeline and Render pipeline feature comparison.

To make lighting more realistic, use a Light Probe Proxy Volume to configure a GameObject to sample multiple Light Probes.

Page Description
Light Probe Proxy VolumesA 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
Understand how a Light Probe Proxy Volume component generates a 3D grid and texture that Unity uses to create gradients on GameObjects.
Set a GameObject to use a Light Probe Proxy Volume Use the settings in a Mesh Renderer component to set a GameObject to sample multiple probes.
Configure a Light Probe Proxy Volume Change the size and data format of a Light Probe Proxy Volume.
Light Probe Proxy Volume component reference Explore the properties and settings in the Light Probe Proxy Volume component Inspector window to customize how Unity generates the 3D grid and texture.
Add Light Probe Proxy Volume support to a custom shader An example of a particle shader that uses the ShadeSHPerPixel function to add support for a Light Probe Proxy Volume.

Additional resources

Add ambient occlusion in the Built-In Render Pipeline
Introduction to Light Probe Proxy Volumes in the Built-In Render Pipeline