Reference for the Adaptive Probe Volumes panel in the Lighting settings.
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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.
Baking
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.
Baking
Property
Description
Baking Mode
Selects which scenes to bake. The options are:
Single Scene: Uses only the active scene to calculate the lighting data in Adaptive Probe Volumes.
Baking Set: Uses 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.
Add/Remove Scene
Use + and - to add or remove a scene from the active Baking Set.
Reorder Scenes
Use the two-line icon to the left of each scene to drag the scene up or down in the list.
Probe Placement
Property
Description
Probe Positions
Sets when Unity recalculates probe positions. The options are:
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.
Sets which layers and renderers Unity uses to generate and place probes. The options are:
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.
Lighting Scenarios
This section appears only if you enable Lighting Scenarios under Light Probe Lighting in the URP asset.
To rename a Lighting Scenario, double-click its name.
Status
Description
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. The statuses are:
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 scenes in the Baking Set aren't currently loaded in the Hierarchy window, so URP can't determine the Lighting Scenario status.
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.
Probe Invalidity Settings
Probe Dilation Settings
Property
Description
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.
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.
Adaptive Probe Volume Disk Usage
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.