Version: Unity 6.3 LTS (6000.3)
Language : English
Configure APV rendering layer masks and verify probe assignments
Changing lighting at runtime

Override rendering layer masks in a volume

Override or combine rendering layer masksA value defining which layers to include or exclude from an operation, such as rendering, collision or your own code. More info
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in a local volume to handle light leaks in cases such as doorways or shared walls.

A probe can belong to one or more rendering layers. When Unity bakes lighting, it uses ray tests and occlusion analysis to evaluate the visibility of geometry tagged with rendering layers. Unity then assigns probes to the appropriate layers.

During baking, probes cast rays that can hit multiple rendering layers. Unity assigns each probe a single mask from the four defined in the Lighting window. Unity selects the mask that best matches the rendering layers most frequently hit by its rays. You can override this automatic assignment with a Probe Adjustment Volume.

Change or combine rendering layer masks in a bounded area

To change or combine rendering layer masksA bitmask that aggregates multiple rendering layers. By assigning one or more rendering layers to an object’s MeshRenderer or an effect such as light, decals, or APVs, you can control how and where Unity applies the effect in the scene.
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in a bounded area:

  1. Create a probe adjustment volume 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
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    .

    When multiple adjustment volumes overlap, smaller volumes take precedence.

  2. In the probe adjustment volume InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
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    , set Mode to Override Rendering Layer Mask.

  3. In the Operation tab, select one of the following options:

    • Select Override to replace the probe’s existing rendering layer masks in the volume with the selected mask. Use this for strict separation between spaces.

    • Select Add to combine the selected mask with the probe’s existing masks. Use this for a transitional zone between spaces.

    • Select Remove to subtract the selected mask from the probe’s existing masks. Use this to exclude a boundary region without fully redefining the area.

  4. In the Rendering Layer Mask dropdown, select the rendering layer mask to apply.

  5. Do one of the following:

    • To bake only the probes affected by the volume, select Preview Probe Adjustments.
    • To bake all probes in the scene, select Bake Probe Volumes.

After you preview or bake, Unity updates affected probes and applies the mask changes.

Note: If no probes are in the same layer as a given pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
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, all probes have the same priority, and Unity samples baked probes as if you deactivated the rendering layer feature. The Quality leak reduction mode ensures Unity samples only valid probes.

Additional resources

Configure APV rendering layer masks and verify probe assignments
Changing lighting at runtime