# Reflection Probe Inspector window reference

> Explore the properties and settings in the Render Probe Inspector window to customize Reflection Probes.

| **Property**        | **Description**                                                                                                                                                                                                                                                                                                                                                                |
| ------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Type**            | Choose whether the probe is for a **Baked**, **Custom**, or **Realtime** setup. If you select **Baked**, the Reflection Probe does not capture GameObjects at runtime that have their Reflection Probe Static flag disabled. If you want to capture dynamic GameObjects in a baked Reflection Probe, select **Custom** and enable **Dynamic Objects**.                         |
| **Dynamic Objects** | (**Custom** type only) Forces objects not marked as **Static** to be baked in to the reflection.                                                                                                                                                                                                                                                                               |
| **Cubemap**         | (**Custom** type only) Sets a custom [cubemap](/engine/6000.3/manual/materials-and-shaders/textures/class-cubemap.md) for the probe.                                                                                                                                                                                                                                           |
| **Refresh Mode**    | (**Realtime** type only) Selects if and how the probe will refresh at runtime. The *On Awake* option renders the probe only once when it first becomes active. *Every Frame* renders the probe every frame update, optionally using **Time Slicing** (see below). The **Via Scripting** option refreshes the probe from a user script command rather than an automatic update. |
| **Time Slicing**    | (**Realtime** type only) How should the probe distribute its updates over time? The options are **All Faces At Once** (spreads update over nine frames), **Individual Faces** (updates over fourteen frames) and **No Time Slicing** (the update happens entirely within one frame). See below for further details.                                                            |

## Runtime Settings

| **Property**       | **Description**                                                                                                                                                                                                                                                                                                                                                                                                                     |
| ------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Importance**     | A value that indicates the relative priority of this Reflection Probe for sorting. Unity renders probes with a higher value on top of those with a lower value where an object is in range of more than one probe. This setting also affects **Blending**. Refer to [Using Reflection Probes](/engine/6000.3/manual/lighting-overview/reflections/using-reflection-probes.md) for more information about reflection probe blending. |
| **Intensity**      | The intensity modifier that is applied to the texture of this probe in its shader.                                                                                                                                                                                                                                                                                                                                                  |
| **Box Projection** | Check this box to enable projection for reflection UV mappings. If you use the Universal Render Pipeline (URP), you must also enable **Box Projection** in the [URP asset](/engine/6000.3/manual/render-pipelines/universal-render-pipeline/urp-reference/universalrp-asset.md).                                                                                                                                                    |
| **Box Size**       | The size of the probe's bounding box in which the probe can contribute to reflections. The size is in world space. Also used by **Box Projection**.                                                                                                                                                                                                                                                                                 |
| **Box Offset**     | The center of the probe's bounding box in which the probe can contribute to reflections. The offset is relative to the position of the probe. Also used by **Box Projection**.                                                                                                                                                                                                                                                      |

## Cubemap Capture Settings

| **Property**              | **Description**                                                                                                                                                                                                                                                                                                                 |
| ------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Resolution**            | The resolution of the captured reflection image.                                                                                                                                                                                                                                                                                |
| **HDR**                   | Should High Dynamic Range rendering be enabled for the cubemap? This also determines whether probe data is saved in [OpenEXR](http://www.openexr.com/) or PNG format.                                                                                                                                                           |
| **Shadow Distance**       | Sets the maximum distance from the probe, in meters, at which Unity renders real-time shadows into the cubemap. During the capture, this value overrides the **Shadow Distance** property in the [Quality settings](/engine/6000.3/manual/unity-editor/editor-settings-reference/comp-manager-group/class-quality-settings.md). |
| **Clear Flags**           | Option to specify how empty background areas of the cubemap will be filled. The options are **Skybox** and **Solid Color**.                                                                                                                                                                                                     |
| **Background**            | Background color to which the reflection cubemap is cleared before rendering.                                                                                                                                                                                                                                                   |
| **Culling Mask**          | Allows objects on specified layers to be included or excluded in the reflection. See the section about the Camera's culling mask on the [Layers](/engine/6000.3/manual/working-with-gameobjects/layers.md) page.                                                                                                                |
| **Use Occlusion Culling** | Enables occlusion culling when Unity captures the probe, so that Unity skips geometry that's blocked from the probe's line of sight.                                                                                                                                                                                            |
| **Clipping Planes**       | Sets the near and far clipping planes of the camera that Unity uses to capture the cubemap.                                                                                                                                                                                                                                     |

## Additional resources

* [Reflections in URP](/engine/6000.3/manual/lighting-overview/lighting/reflection-probes.md)
* [Reflection and refraction in the High-Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/Reflection-in-HDRP.html)
