Light probes ensure high quality light effects on moving objects. They allow you to add “baked lightning” - like emissive materials and area lights - to illuminate objects that pass through a scene. Here you can find out how to set up light probes.
Light probes store information about surfaces that meet light in your scene and
provide a way to collect and use this information.
Place light probes
There are two main uses for light probes: Adding high quality light, including indirect reflected light, to moving objects. Providing lighting information to static landscapes when the scene uses Unity's Level of Detail (LOD) system. Regardless of how you use light probes, most of the techniques stay the same. It is important to understand how light probes work so that you can choose where to place them. The probe lighting is relatively inexpensive and can be pre-calculated quickly during runtime. However, to maximize performance, you must be careful when placing the probes. Even if the dense network arrangements are quicker to set up, many of the probes do not sense much variance.
It is better and more efficient to place probes in areas where there is a pronounced change in lighting - this can include areas where there is transition from light to shadow.
Start by placing the light probes:
1. Create a light probe group by going to the GameObject drop-down menu and selecting:
Light> Light Probe Group.
2. This will place a light probe group in the scene. Select them.
3. In the Inspector window that appears, select Select the probe group and select the option
Process light probes

The light probe group has the following properties:
Edit light probes: Allows you to change the light probes within the group.
Show wireframe: Displays the magenta wireframe of the volume on the
is created.
Selected sample position: When a probe is selected, it is transformed
Coordinates are displayed here.
Add sample: Adds a light probe to the group.
DELETE SELECTED: Deletes the selected light probe.
Select all: Selects all of the light probes in the group.
Duplicate Selected: Creates a duplicate of the selected light
probe.
Now you can select the light probes yourself in the scene view and position.

Determine where to use the light probes
Note: A light probe only works with objects that are within its volume. This is indicated by the magenta lines associated with each of the probes. Anything outside of the volume will not be included in the light probe.
If you want to find out which objects would benefit from light probes, look for: shadow areas, places where moving objects move through "baked lightning". Then the lighting causes a strong change in the color of the terrain material or the colors are intensely muted. Remember, your goal is to test indirect or reflected lighting in your scene.
You can divide your light probes into several groups. All groups are brought together and combined at runtime, together with the areas that the probes make to disappear or that overlap. Assess how you want to organize your light probes to the best of your knowledge. Limit them to one group or ultimately split them up into several groups. This makes no difference.
See light probes in action
Make sure the light probes glow according to their surroundings. The lighting is calculated. Unless you have activated the automatic mode in the lighting.
You have to generate the lighting manually in the window.
1. Open the lighting window by selecting the option from the Window drop-down list:
Render> Lighting Settings
This will open the lighting window.

Click on Generate Lighting to illuminate the scene with your light probes.
Once the light generation process is complete, you will notice the light probes. You previously applied the non-static GameObject in the scene.
Light probes help to generate light from emitting materials, surface lights or light sources. The lighting is used to adjust the optimal scene lighting on non-static GameObjects. It helps make your project more dynamic and cohesive.
Originally posted on 2020-03-24 21:43:00.
