Set a GameObject to use a Light Probe Proxy Volume in the Built-In Render Pipeline
Use the settings in a Mesh Renderer component to set a GameObject to sample multiple probes.
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Most of the Renderer components in Unity contain Light Probes. There are three options for Light Probes:
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Off: the Renderer doesn’t use any interpolated Light Probes.
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Blend Probes (default value): the Renderer uses one interpolated Light Probe.
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Use Proxy Volume: the Renderer uses a 3D grid of interpolated Light Probes.
When you set the Light Probes property in the component to Use Proxy Volume, the GameObject must have a (LPPV) component attached. You can add a LPPV component on the same GameObject, or you can use (borrow) a LPPV component from another GameObject using the Proxy Volume Override property. If Unity cannot find a LPPV component in the current GameObject or in the Proxy Volume Override GameObject, a warning message is displayed at the bottom of the Renderer.
Mesh Renderer
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Light Probe Proxy Volume
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Example

An example of a simple Mesh Renderer using a Light Probe Proxy Volume component
In the Scene above, there are two planes on the floor using Materials that emit a lot of light. Note that:
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The ambient light changes across the geometry when using a LPPV component. Use one interpolated Light Probe to create a constant color on each side of the geometry.
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The geometry doesn’t use static lightmaps, and the spheres represent interpolated Light Probes. They are part of the Gizmo Renderer.