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

Discussion in 'SRP Dev Blitz Day 2022 - Q&A' started by Prodigga, Sep 28, 2022.

  1. Prodigga

    Prodigga

    Joined:
    Apr 13, 2011
    Posts:
    1,121
    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: https://forum.unity.com/threads/meshrenderer-reflection-probe-usage-dropdown-is-missing.1267937/
     
  2. Nzollner_Unity

    Nzollner_Unity

    Unity Technologies

    Joined:
    Apr 20, 2020
    Posts:
    5
    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+.
     
  3. Prodigga

    Prodigga

    Joined:
    Apr 13, 2011
    Posts:
    1,121
    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?
     
  4. Nzollner_Unity

    Nzollner_Unity

    Unity Technologies

    Joined:
    Apr 20, 2020
    Posts:
    5
    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.
     
    Prodigga likes this.
  5. Reahreic

    Reahreic

    Joined:
    Mar 23, 2011
    Posts:
    254
    Yet another reason to stay far away from URP.
     
  6. darkesco

    darkesco

    Joined:
    Mar 19, 2015
    Posts:
    61
    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?