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Unity Engine


Reflection Probe Inspector window reference

Explore the properties and settings in the Render Probe Inspector window to customize Reflection Probes.
Read time 3 minutesLast updated 13 days ago

Property

Description

TypeChoose 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 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

ImportanceA 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 for more information about reflection probe blending.
IntensityThe intensity modifier that is applied to the texture of this probe in its shader.
Box ProjectionCheck 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.
Box SizeThe 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 OffsetThe 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

ResolutionThe resolution of the captured reflection image.
HDRShould High Dynamic Range rendering be enabled for the cubemap? This also determines whether probe data is saved in OpenEXR or PNG format.
Shadow DistanceSets 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.
Clear FlagsOption to specify how empty background areas of the cubemap will be filled. The options are Skybox and Solid Color.
BackgroundBackground color to which the reflection cubemap is cleared before rendering.
Culling MaskAllows objects on specified layers to be included or excluded in the reflection. See the section about the Camera's culling mask on the Layers page.
Use Occlusion CullingEnables occlusion culling when Unity captures the probe, so that Unity skips geometry that's blocked from the probe's line of sight.
Clipping PlanesSets the near and far clipping planes of the camera that Unity uses to capture the cubemap.

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