Light leaks are areas that are too light or dark, often in the corners of a wall or ceiling.
Light leaks often occur when geometry receives light from a 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 that isn’t visible to the geometry, for example because the Light Probe is on the other side of a wall. Adaptive Probe Volumes use regular grids of Light Probes, so Light Probes might not follow walls or be at the boundary between different lighting areas.
To fix light leaks, you can do the following:
Adjust walls so their width is closer to the distance between probes in the local brick
You can add a Volume, then add an Adaptive Probe Volumes Options override to the Volume. This adjusts the position that GameObjectsThe 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 use to sample the Light Probes.
Volumes only affect the scene if the camera is near or inside the volume. Refer to Understand volumes for more information.
Refer to Probe Volumes Options Override reference for more information on Adaptive Probe Volumes Options settings.
You can configure the Rendering Layer MasksA value defining which layers to include or exclude from an operation, such as rendering, collision or your own code. More info
See in Glossary in the Adaptive Probe Volumes panel in the Lighting window. This allow APV to assign a Rendering Layer Mask to each Light Probe.
For performance reasons, Adaptive Probe Volumes only supports up to 4 Rendering Layers Masks. You can use the list to create a new mask and use the dropdown to assign it any Rendering Layer. When lighting is generated, Unity will try to automatically assign a mask to each probe by looking at the Rendering Layer Masks of objects surrounding the probe. Additionally, you can use a Probe Adjustment Volume to override the Rendering Layer Mask assigned to Light Probes.
At runtime, renderers will only sample lighting data from probes that have a matching Rendering Layer Mask. If the object doesn’t match any of the Masks defined in the Lighting window, it will sample lighting from all the valid surrounding probes. Note that this feature requires Use Rendering Layers to be enabled in the URP Asset.
For example, in order to fix light leaking issues, you can create an Interior and an Exterior Rendering Layer Mask to ensure interior objects will never sample lighting data from exterior probes and fix light leaking through the walls. A renderer can have several Rendering Layers enabled in it’s Rendering Layer Masks. This is useful when dealing with dynamic objects that may want to sample lighting from both the exterior and interior probes.
You can visualize which layers are assigned to a probe:
- Go to the Probe Volumes tab
- Enable Display Probes
- Set the Probe Shading Mode field to Rendering Layer Masks
- Use the toggles in the Scene ViewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary Overlay to hide Probes matching a Rendering Layer Mask
If adding a Volume doesn’t work, use the Adaptive Probe Volumes panel in the Lighting window to adjust Virtual Offset and Dilation settings.
Note: Don’t use very low values for the settings, or Dilation and Virtual Offset might not work.
Use a Probe Adjustment Volume component to make Light Probes invalid in a small area. This triggers Dilation during baking, and improves the results of Leak Reduction Mode at runtime.
Using a Probe Adjustment Volume component solves most light leak issues, but often not all.
If you use many Probe Adjustment Volumes in a scene, your bake will be slower, and your scene might be harder to understand and maintain.
Refer to Probe Adjustment Volume component reference for more information.
Seams are artefacts that appear when one lighting condition transitions immediately into another. Seams are caused when two adjacent bricks have different Light Probe densities. Refer to bricks for more information.
To fix seams, do the following:
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.