Adaptive Probe Volume Square Artifacts/Shadows

Hi everyone, I’m trying to bake Adaptive Probe Volumes (APV) but I’m getting these lighter or darker squares/artifacts at the ground. I’ve watched Unity APV demo videos and read the manuals but none of the solutions described there fixes this. How can I resolve this issue?
So far I’ve tried these adjusted parameters:

  • Dilation and Virtual Offset on/off
  • Override probe spacing
  • Rendering Layer Masks (I’m not sure I do this right though)

I’m using version 6000.1.5f1 and URP on Windows 10. Debug probes shading mode is Sky Occlusion SH.


Not overriding the APV creates more probes but with more square artifacts as well.

Here is same spot without bakes.

It’s a bit tricky to see what is going on here. You are using the probe sampling debug tool to check which probes are interpolated at the surface. But are any of those probes below the floor? If so, dilation and virtual offset will only have an effect if there are exposed backfaces below the floor to invalidate the probes.

It might also just be a case of insufficient sampling count (similar to how you get spatial noise in a lightmap with insufficient sample count). You could try increasing the sample counts in the “Scene” tab of the Lighting Window and rebaking.

I would also try a bake without sky occlusion enabled to troubleshoot first.

Yes, there are probes below the floor everywhere which are pitch black.

Disabling sky occlusion fixed this square artifacts but we would like to use that feature for day cycles, do you have any suggestion related to that?

Also one weird note: We use this pack for ground objects, it uses baked lightmaps by default and their demo scene has no APVs. However when we setup and bake APVs on our scene, their demo scene also gets these square artifacts. Might that be a clue to what is going on?

Hi, I want to throw my hat into this conversation and give a possible solution for anyone else who runs into this issue in the future, because I also ran into this issue with baking APV the past few days.

For context, my project is using version 6.000.0.26f1 and URP on macOS (M1 Macbook Pro).

The solution for me was disabling Enable Disk Streaming & Enable GPU Streaming in the Universal Render Pipeline Asset. This allowed me to use Sky Occlusion without those artifacts on the Terrain/Ground.