(URP) What happened to the MeshRenderer Reflection Probe usage dropdown

We updated to 2021 LTS (And so URP 12) and the MeshRenderer Reflection Probe usage is missing from the MeshRenderer component.

If you enable Debug inspector, you can modify the value and it still seems to respect your settings (Off/Blend Probes/Etc) but its just not visible now?

There are some commits on the Graphics repository to suggest this is what is happening going forward, but I can’t find any information.

Is this what we are supposed to do in custom tools that generate Mesh Renderers? Set it to ReflectionProbeUsage to 1 (ie BlendProbes)

Where can I find more information about this?

Also, the current upgrade path seems broken. The old value on the MeshRenderer is respected (ie if you had it set to OFF), and now there is no way to set it ON any more (Except via debug inspector).

Do we need to walk our entire project for prefabs + scenes and search for Mesh Renderers, and set the ReflectionProbeUsage to BlendProbes using the debug inspector? If not, why not? What is supposed to be the ‘default’?

Question originally posted here: MeshRenderer Reflection Probe usage dropdown is missing?

Hi,
This was done when the reflection probe blending was made the same for both forward and deferred. Using the deferred approach which doesn’t contain the setting in built-in or in HDRP.
The reason it was removed was that the setting would break the reflection probe blending. This was not an easy decision to remove but had to be done in order to start improving the reflection probes in URP. We are still working to improve the reflection probes for URP with forward+.

So for people like us who’s projects are going through the transition, and we have renderers with different (now inaccessible) reflection probe usage value, what is the recommended way forward?

The main reason we moved away from the value is that we have no way to access it in URP.

This also means that we unfortunately have no way to upgrade the mesh renderer from URP which sets you in this difficult spot of having invalid states.
I can only suggest you set the ReflectionProbeUsage to BlendProbes using the debug inspector as you mentioned in your other thread.

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Yet another reason to stay far away from URP.

It took a long time for me to locate this. Finally glad I found it. Does this cause any issues using the debug menu? Should I re import my models or is setting this the same thing?

Apologies for the necro, but this was the only non-broken thread that was coming up for me, and it took some time to find. @Nzollner_Unity would it be possible to update the manual / documentation? The 2021 and 2022 ReflectionProbe pages still inform this can be set manually in the MeshRenderer component, as do the MeshRenderer manual pages for 2021, 2022, and 6 Preview. Cheers!

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Just to confirm, Blend Probes and Skybox will work in Forward+? Or only Blend Probes should be used no matter the Rendering Path in URP?

Edit: It seems setting Reflection Probe Usage to None does not work like it use to. Now, it just causes the MeshRenderer to use the default Skybox reflection probe, rather than any manually placed Reflection Probes whose volume the MeshRenderer might be in.

Is this expected? So the only way to disabling the lighting from the default Skybox Reflection Probe in URP is to set the Environment Reflections Intensity Multiplier to 0, or to add a manual Probe around the meshes in question so that the Probe can capture accurate lighting information?

Where is any of this documented!? I am finding it way too difficult to find information on how the Reflection Probes work in URP. This page (Unity - Manual: Reflection Probes in URP) is way too sparse, but seems to be the only page dedicated to talking about Reflection Probes in URP.

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