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Unity Engine


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Unity Engine


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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重要
The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
Most of the Renderer components in Unity contain Light Probes. There are three options for Light Probes:
  • Off: the Renderer doesn’t use any interpolated Light Probes.
  • Blend Probes (default value): the Renderer uses one interpolated Light Probe.
  • Use Proxy Volume: the Renderer uses a 3D grid of interpolated Light Probes.
When you set the Light Probes property in the
Mesh Renderer

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component to Use Proxy Volume, the GameObject must have a
Light Probe Proxy Volume

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(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.

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:
  • 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.
  • The geometry doesn’t use static lightmaps, and the spheres represent interpolated Light Probes. They are part of the Gizmo Renderer.