Configure APV rendering layer masks and verify probe assignments
Assign rendering layers to renderers
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Select Edit >.Project Settings
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In the Tags and Layers tab, expand the Rendering layers section.
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Check existing rendering layers or create new ones.
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Select a GameObject in your scene.
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In the GameObject, go to Additional Settings.Inspector
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Select a rendering layer from thedropdown.Rendering Layer Mask
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This assigns a rendering layer to the GameObject’s Mesh Renderer.
Enable rendering layer masks and rebake lighting
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Select Window > Rendering > Lighting > Adaptive Probe Volumes.
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Set the URP asset's Light Probe System to Adaptive Probe Volumes.
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Expand the Rendering layers section.
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Enable Rendering Layer Masks.
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Add the rendering layer masks Unity must consider for APVs.You can rename the masks you select.You can use up to four rendering layer masks for APV. These masks define up to four zones the system uses to reduce light leaks. Each selected mask is a bitmask built with the bitwise OR operator. You can assign multiple rendering layers to each APV mask.In the following example:
- APV uses two masks (zones) from the four available to reduce light leaks.
- APV mask 1 includes the Exterior and Upper rendering layers.
- APV mask 2 includes the Interior, Lower, and Upper rendering layers.
- A Mesh Renderer assigned only to the Exterior rendering layer primarily samples APV mask 1.
- A Mesh Renderer assigned only to the Interior or Lower rendering layer primarily samples APV mask 2.
- A Mesh Renderer assigned to the Upper rendering layer samples both APV mask 1 and mask 2, because this layer belongs to both APV masks.
- A Mesh Renderer with no rendering layer assigned samples both APV mask 1 and mask 2.
Available rendering layers
Mask 1
Mask 2
Interior 0 1 Exterior 1 0 Lower 0 1 Upper 1 1 -
Select Generate Lighting to bake lights again.
Verify probe assignments in the Rendering Debugger
- Select Window > Analysis > Rendering Debugger > Probe Volumes.
- Select Display probes in the Probe visualization section.
- In the Probe Shading Mode dropdown, select Rendering Layer Masks.

The Rendering Debugger displays Rendering Layers across both surfaces and probes. Green spheres fill the exterior on the left, while yellow spheres indicate probes inside a box on the right.

A dark, unlit interior of a box on the right and a simple gradient sky and ground on the left. Gray probe spheres are scattered across the four areas defined by the horizontal ground line and the vertical box plane. At a sampling point for a pixel inside the box, Unity evaluates eight surrounding probes. The four lower probes are embedded in the ground, making them invalid, and Unity never samples them. Among the valid upper probes, rendering layers limit sampling to those that match the layer mask. The two upper-right probes assigned to the interior layer are selected.

A dark, unlit interior of a box on the right and a simple gradient sky and ground on the left. Gray probe spheres are scattered across the four areas defined by the horizontal ground line and the vertical box plane. At a sampling point for a pixel outside the box, Unity evaluates eight surrounding probes. The four lower probes are embedded in the ground, making them invalid, and Unity never samples them. Among the valid upper probes, rendering layers limit sampling to those that match the layer mask. The two upper-left probes assigned to the exterior layer are selected.