APV Validity

Hello there,

I’ve started using APV in Unity6-preview and I love it. One issue I encountered though, is inconsistent detection of validity of probes. As you see in the gif, I was expected the probe inside the mesh to be marked as invalid, but it’s marked valid. Virtual Offset and Dilation are off.

APVValidity

Weirdly enough,enabling Virtual Offset actually offsets the bake of the problematic probe, even though the tooltip says it only offsets invalid probes. Also “Virtual Offset Debug” doesn’t even show that blue arrow I would expect.

Is this intended behaviour and how can I make it behave more consistently?
We could add adjustment volumes to all our prefabs, but we’d rather not if there is a better way. Maybe there needs to be an adjustment on how we author meshes?

Any tip is greatly appreciated.

As per usual, I found it out shortly after asking, after looking into the issue myself for hours.

The shader on this object had “Alpha Clipping” on. Even though it doesn’t clip a single pixel, it’s probably treated as transparent. It’s amazing that APV considers transparency and alpha clipping on objects, and it makes sense, but perhaps the docs could be updated to mention this?

The docs only mention backface hits, not transparency or configured alpha clipping.

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There is also a solid article here which also stems from a live stream

Unity 6’s New Global Illumination Lighting Features