Hi all, A number of you have been asking about Occlusion Probe system mentioned in the 2018 release blog. There seems to have been some confusion generated by our messaging here. I hope I can offer some clarification. Presently Occlusion Probes are not 'a feature' and do not exist officially on our roadmaps. Rather they are an example of how the Custom Bake API in 2018.1 can be used to extend the Progressive Lightmapper. While an experimental implementation of the Occlusion Probe system exists, the 3D texture data generated by the probes is not handled natively in any standard Unity shaders. To use the data, you will need to write your own shaders - and more to the point - be brave enough to modify Unity's lighting functions. In Legacy these lighting functions exist in some CG includes within Unity. We have an example implementation here: https://drive.google.com/a/unity3d.com/file/d/1YgoX5Zz7SDMWSjhzG2Plizn8vlmMAiLa/view?usp=sharing In HDRP and Lightweight render pipelines, the process is a little more involved and requires modification to the render pipelines themselves. Again, an example implementation is provided here: https://github.com/Unity-Technologies/ScriptableRenderPipeline/tree/lw/occlusion-probes We hope to have a blogpost and an example project available for public release soon. This should hopefully shed some more light on how to implement the Occlusion Probe system in your own project. Again though, this is an entirely experimental feature and is not offered with official support. There is early discussion underway for how or when we may include the feature in HDRP in an official sense, but it is too early to say more or offer dates. More news as it becomes available. Hope this was helpful!