Light rendering In VisionOS

I imported a scene model asset, and the editor warned that the scene’s reflection probe is not supported, and then I fixed it (turning off reflection probes), and then the model turned black in my scene. However, when I run it on vision os, it doesn’t seem to have a big impact. What’s the reason?

We support baked reflection probes (only) when using the PolySpatial Lighting node (with its Reflection Probes option set to Simple or Blended) in a shader graph. Despite the warning, there’s no downside to using reflection probes in the Unity scene if you’re not using that node; the probes will simply be ignored. The reason you don’t see a change in visionOS is probably because you’re using a lit shader (either a standard one like URP/Lit or a shader graph with a lit target), and thus you’re getting visionOS’s image based lighting, which doesn’t depend on Unity’s reflection probes.

There’s no way for me to know without access to your specific scene. Feel free to submit a bug report with a repro case and let us know the incident number (IN-#####) if you want us to investigate.

Hi,there
I think my problem was not described clearly, so I still have doubts.

As the picture shows, I turned off the reflection probe in the scene, causing some of my model materials to turn black。

But in another scene, I also turned off the reflection probe, but the material of the model did not change much. As the picture shows:

I know that VisionOS‘s lighting rendering does not depend on reflection probes,
I’m just confused as to why there are two differences above.

My guess would be that one of the scenes has a default reflection probe. It’s accessible via the API from ReflectionProbe.defaultTexture, and is initialized from the lighting environment settings. This is all irrelevant to VisionOS, though, unless you’re using the PolySpatial Lighting node. Unless you’re doing so, the reflection probe influence (or lack thereof) that you see in the Unity editor will not be visible in visionOS.