Adjust settings or use Volume overrides to fix artefacts from Adaptive Probe Volumes.
Light Probes inside geometry are called invalid probes. The Universal Render Pipeline (URP) marks a Light Probe as invalid when the probe fires sampling rays to capture surrounding light data, but the rays hit the unlit backfaces inside geometry.
URP uses the following techniques to minimise incorrect lighting data from Light Probes:
You can check which Light Probes are invalid using the Rendering Debugger
In the Scene on the left, Virtual Offset isn’t active and dark bands are visible. In the Scene on the right, Virtual Offset is active.
In the Scene on the left, Dilation isn’t active and some areas are too dark. In the Scene on the right, Dilation is active.
You can configure Virtual Offset Settings in the Adaptive Probe Volumes panel in the Lighting window. This changes how URP calculates the validity of Light Probes.
You can adjust the following:
You can also disable Virtual Offset for a Baking Set. Virtual Offset only affects baking time, so disabling Virtual Offset doesn’t affect runtime performance.
You can configure Probe Dilation Settings in the Adaptive Probe Volumes panel in the Lighting window). This changes how URP calculates the validity of Light Probes, and how invalid Light Probes use lighting data from nearby valid Light Probes.
You can adjust the following:
How you adjust Light Probe density affects the final results, because URP uses the settings as a multiplier to calculate the distance between probes.
You can also disable Dilation for a Baking Set. Dilation only affects baking time, so disabling Dilation doesn’t affect runtime performance.
Light leaks are areas that are too light or dark, often in the corners of a wall or ceiling.
Light leaks often occur when geometry receives light from a Light Probe that isn’t visible to the geometry, for example because the Light Probe is on the other side of a wall. Adaptive Probe Volumes use regular grids of Light Probes, so Light Probes might not follow walls or be at the boundary between different lighting areas.
To fix light leaks, you can do the following:
Adjust walls so their width is closer to the distance between probes in the local brick
You can add a Volume, then add an Adaptive Probe Volumes Options override to the Volume. This adjusts the position that GameObjects use to sample the Light Probes.
Volumes only affect the scene if the camera is near or inside the volume. Refer to Understand volumes for more information.
Refer to Probe Volumes Options Override reference for more information on Adaptive Probe Volumes Options settings.
You can configure the Rendering Layer Masks in the Adaptive Probe Volumes panel in the Lighting window. This allow APV to assign a Rendering Layer Mask to each Light Probe.
For performance reasons, Adaptive Probe Volumes only supports up to 4 Rendering Layers Masks. You can use the list to create a new mask and use the dropdown to assign it any Rendering Layer. When lighting is generated, Unity will try to automatically assign a mask to each probe by looking at the Rendering Layer Masks of objects surrounding the probe. Additionally, you can use a Probe Adjustment Volume to override the Rendering Layer Mask assigned to Light Probes.
At runtime, renderers will only sample lighting data from probes that have a matching Rendering Layer Mask. If the object doesn’t match any of the Masks defined in the Lighting window, it will sample lighting from all the valid surrounding probes. Note that this feature requires Use Rendering Layers to be enabled in the URP Asset.
For example, in order to fix light leaking issues, you can create an Interior and an Exterior Rendering Layer Mask to ensure interior objects will never sample lighting data from exterior probes and fix light leaking through the walls. A renderer can have several Rendering Layers enabled in it’s Rendering Layer Masks. This is useful when dealing with dynamic objects that may want to sample lighting from both the exterior and interior probes.
You can visualize which layers are assigned to a probe:
If adding a Volume doesn’t work, use the Adaptive Probe Volumes panel in the Lighting window to adjust Virtual Offset and Dilation settings.
Note: Don’t use very low values for the settings, or Dilation and Virtual Offset might not work.
Use a Probe Adjustment Volume component to make Light Probes invalid in a small area. This triggers Dilation during baking, and improves the results of Leak Reduction Mode at runtime.
Using a Probe Adjustment Volume component solves most light leak issues, but often not all.
If you use many Probe Adjustment Volumes in a scene, your bake will be slower, and your scene might be harder to understand and maintain.
Refer to Probe Adjustment Volume component reference for more information.
Seams are artefacts that appear when one lighting condition transitions immediately into another. Seams are caused when two adjacent bricks have different Light Probe densities. Refer to bricks for more information.
To fix seams, do the following: