This page explains the properties in the Adaptive Probe Volumes panel in Lighting settings. To open the panel, from the main menu select Window > Rendering > Lighting > Adaptive Probe Volumes.
To open Baking Set properties, either select the Baking Set asset in the Project window, or from the main menu select Window > Rendering > Lighting > Adaptive Probe Volumes tab.
Property | Description | |
---|---|---|
Baking Mode | ||
Single Scene | Use only the active scene to calculate the lighting data in Adaptive Probe Volumes. | |
Baking Set | Use the scenes in this Baking Set to calculate the lighting data in Adaptive Probe Volumes. | |
Current Baking Set | The current Baking Set asset. | |
Scenes in Baking Set | Lists the scenes in the current Baking Set. Status: Indicates whether the scene is loaded. Bake: When enabled, URP generates lighting for this scene. Use + and - to add or remove a scene from the active Baking Set. Use the two-line icon to the left of each scene to drag the scene up or down in the list. |
Property | Description | |
---|---|---|
Probe Positions | ||
Recalculate | Recalculate probe positions during baking, to accommodate changes in scene geometry. Refer to Bake different lighting setups with Lighting Scenarios for more information. | |
Don’t Recalculate | Don’t recalculate probe positions during baking. This keeps the probe positions the same as the last successful bake, which means URP can blend probes in different Lighting Scenarios. Refer to Bake different lighting setups with Lighting Scenarios for more information. | |
Min Probe Spacing | The minimum distance between probes, in meters. Refer to Configure the size and density of Adaptive Probe Volumes for more information. | |
Max Probe Spacing | The maximum distance between probes, in meters. Refer to Configure the size and density of Adaptive Probe Volumes for more information. | |
Renderer Filter Settings | ||
Layer Mask | Specify the Layers URP considers when it generates probe positions. Select a Layer to enable or disable it. | |
Min Renderer Size | The smallest Renderer size URP considers when it places probes. |
This section appears only if you enable Lighting Scenarios under Light ProbeLight 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 Lighting in the URP Asset.
Property | Description | ||
---|---|---|---|
Scenarios | Lists the Lighting Scenarios in the Baking Set. To rename a Lighting Scenario, double-click its name. | ||
Active | Set the currently loaded Lighting Scenario, which URP writes to when you select Generate Lighting. | ||
Status | Indicates the status of the active Lighting Scenario. | ||
Invalid Scenario | A warning icon appears if the active Lighting Scenario is baked but URP can’t load it anymore, for example if another Lighting Scenario has been baked that caused changes in the probe subdivision. | ||
Not Baked | An information icon appears if you haven’t baked any lighting data for the active Lighting Scenario. | ||
Not Loaded | An information icon appears if scenesA 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 in the Baking Set aren’t currently loaded in the Hierarchy window, so URP can’t determine the Lighting Scenario status. |
Property | Description |
---|---|
Sky Occlusion | Enable sky occlusion. |
Samples | Set the number of samples Unity uses to calculate the light each probe receives from the sky. Higher values increase the accuracy of the sky occlusion data, but increasing baking time. The default value is 2048. |
Bounces | Set the number of times Unity bounces light from the sky off objects when calculating the sky occlusion data. Higher values increase the accuracy of the sky occlusion data, but increase baking time. Use higher values if objects block the direct view from probes to the sky. The default value is 2. |
Albedo Override | Set the brightness of the single color Unity uses to represent objects the sky light bounces off, instead of the actual color of the objects. Higher values brighten the baked sky occlusion lighting. The default value is 0.6. |
Sky Direction | Enable Unity storing and using more accurate data about the directions from probes towards the sky. Refer to Add dynamic color and shadows from the sky for more information. |
Property | Description | |
---|---|---|
Probe Dilation Settings | ||
Enable Dilation | When enabled, URP replaces data in invalid probes with data from nearby valid probes. Enabled by default. Refer to Fix issues with Adaptive Probe Volumes. | |
Search Radius | Determine how far from an invalid probe URP searches for valid neighbors. Higher values include more distant probes that might be in different lighting conditions than the invalid probe, resulting in unwanted behaviors such as light leaks. | |
Validity Threshold | Set the ratio of backfaces a probe samples before URP considers it invalid. Higher values mean URP is more likely to mark a probe invalid. | |
Dilation Iterations | Set the number of times Unity repeats the dilation calculation. This increases the spread of dilation effect, but increases the time URP needs to calculate probe lighting. | |
Squared Distance Weighting | Enable weighing the contribution of neighbouring probes by squared distance, rather than linear distance. Probes that are closer to invalid probes will contribute more to the lighting data. | |
Virtual Offset Settings | ||
Enable Virtual Offset | Enable URP moving the capture point of invalid probes into a valid area. Refer to Fix issues with Adaptive Probe Volumes. | |
Search Distance Multiplier | Set the length of the sampling ray URP uses to search for valid probe positions. High values might cause unwanted results, such as probe capture points pushing through neighboring geometry. | |
Geometry Bias | Set how far URP pushes a probe’s capture point out of geometry after one of its sampling rays hits geometry. | |
Ray Origin bias | Set the distance between a probe’s center and the point URP uses as the origin of each sampling ray. High values might cause unwanted results, such as rays missing nearby occluding geometry. | |
Layer Mask | Specify which layers URP includes in collision calculations for Virtual Offset. | |
Refresh Virtual Offset Debug | Re-run the virtual offset simulation to preview updated results, without affecting baked data. |
Property | Description |
---|---|
Scenario Size | Indicates how much space on disk is used by the baked Light Probe data. |
Baking Set Size | Indicates how much space on disk is used by all the baked Light Probe data for the currently selected Baking Set. This includes the data for all Lighting Scenarios, and the data shared by all Lighting Scenarios. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.