The 3D Handbook
Key term

Light probes and reflection probes

Points or volumes that capture light in empty space, so moving objects pick up baked bounce light and shiny surfaces get believable reflections without full ray tracing.

lightingrenderingunitygodotbaking

A light probe stores the light passing through one point in space, so that objects moving through that point can be lit to match the baked scene around them. A reflection probe captures what the surroundings look like from one point, usually as a cube map, and feeds it to shiny surfaces nearby. Unity's manual defines light probes as "a way to capture and use information about light that is passing through the empty space in your scene" (Unity Manual: Light Probes).

Probes are the reason a character walking from a sunny courtyard into a dark corridor darkens correctly in a game with baked global illumination.

#Light probes

Baked lighting stores light on static surfaces in lightmaps. Anything that moves has no lightmap. Unity's manual states the solution: "The primary use of light probes is to provide high quality lighting (including indirect bounced light) on moving objects in your scene" (Unity Manual: Light Probes). A second use is lighting static scenery that uses Unity's LOD system (Unity Manual: Light Probes); see level of detail.

Probes are placed in two main ways:

Side view of a room and the sunlit outside, separated by a wall, with a regular grid of probe dots. Interior probes are blue, exterior probes orange. A character in the middle of the room connects to four interior probes; a second character standing against the wall connects to two interior and two exterior probes.
A regular probe grid. The character in the room blends interior probes. The one against the wall also blends sunlit probes on the other side, which is how probe grids cause light leaks.Diagram by the handbook author

#Reflection probes

A reflection probe renders the scene around it into a cube map. Godot's documentation describes them as "a source of reflected and ambient light for objects inside their area of influence" (Godot Engine documentation: Reflection probes). Key settings, which exist in some form in every engine:

  • Update mode. Godot's default, Once, "only renders the scene once every time the ReflectionProbe is moved"; Always "forces the probe to re-render everything around it every frame" and costs much more (Godot Engine documentation: Reflection probes).
  • Box projection. A cube map assumes the reflected world is infinitely far away, which looks wrong in a room. Box projection corrects the parallax; Godot says it "has a small performance cost, but the quality increase is often worth it in box-shaped rooms" (Godot Engine documentation: Reflection probes).
  • Interior. When enabled, "ambient lighting will not be sourced from the environment sky", which stops a bright sky leaking into rooms (Godot Engine documentation: Reflection probes).
  • Blending and limits. Godot blends up to 4 probes at a location and fades to environment lighting at the edges. Its Mobile renderer applies at most 8 reflection probes per mesh, the Compatibility renderer 2 (Godot Engine documentation: Reflection probes).

#Common mistakes

Related: real-time lighting, lightmap UVs, physically based rendering.

#Further reading and watching

References

  1. Unity Technologies · Light Probes · Unity Manual, 2026 · docs · accessed 2026-10-21
  2. Unity Technologies · Understanding Adaptive Probe Volumes (HDRP 17) · High Definition Render Pipeline manual, 2026 · docs · accessed 2026-10-21
  3. Bart Wronski · My upcoming GDC 2014 presentation · bartwronski.com, 2014 · web · accessed 2026-10-21
  4. Bart Wronski (Ubisoft Montreal) · Assassin's Creed IV: Black Flag, GDC 2014 rendering slides · GDC 2014 (slides hosted on bartwronski.com), 2014 · talk · accessed 2026-10-21
  5. Godot Engine contributors · Reflection probes · Godot Engine documentation (source on GitHub), 2026 · docs · accessed 2026-10-21
  6. Unity Technologies · Fix issues with Adaptive Probe Volumes (HDRP 17) · High Definition Render Pipeline manual, 2026 · docs · accessed 2026-10-21

Last updated 2026-10-22