Refer to Understanding Adaptive Probe Volumes for more information about how Adaptive Probe Volumes work.
To ensure the Universal Render Pipeline (URP) considers static geometry from all loaded scenes when it places Light Probes, set Mode to Global in the Adaptive Probe Volume Inspector window so the Adaptive Probe Volume covers the entire scene.
You can also do one of the following in the Inspector of an Adaptive Probe Volume, to set the size of an Adaptive Probe Volume:
You can use multiple Adaptive Probe Volumes in a single scene, and they can overlap. However in a Baking Set, URP creates only a single Light Probe structure.
You might need to do the following in your project:
In the Inspector for an Adaptive Probe Volume, enable and adjust Override Probe Spacing to set a minimum and maximum density for the Light Probes in the Adaptive Probe Volume.
The values can’t exceed the Min Probe Spacing or Max Probe Spacing values in the Probe Placement section of the Adaptive Probe Volumes panel, so you might need to adjust these values first.
You can also add local Adaptive Probe Volumes in different areas with different Override Probe Spacing values, to control Light Probe density more granularly. For example, in empty areas, add a local Adaptive Probe Volume with a higher Override Probe Spacing minimum value, to make sure Light Probes have a lower density in those areas.
If you increase Light Probe density, you might increase bake time and how much disk space your Adaptive Probe Volume uses.
Because terrain is detailed but less important than your main scenery or characters, you can do the following: