MLP Light
If "Advanced Workflow" is selected, then this component should be added to all light sources that need to be considered when calculating the volume. The light source can be either a standard Unity light source or any object you choose. The type of source is determined automatically when a component is added.

Options Description

Parameter
Description
Calculation Type
Types of volume calculation for a light source.
Accurate Shadows - lighting probes will be installed at the borders of the shadows formed by the light source, these probes will not be taken into account at the culling passes.
Light Intensity - only probes with an intensity difference greater than the range defined by the “Light Intensity Threshold” parameter will be left.
Range
Light range.
Angle
Light angle.
Use Source Parameters
If checked, the settings will be copied from the source to which the component is attached.
Save Nearby Probes
If checked, then the probes will be saved in the indicated radius. These probes will not be taken into account at the rejection stages.
Save Radius
The radius in which the probes should be stored.
Save On Out Of Range
If checked, the probes will be stored on the border of the light source range
Accurate Trace
If checked, then the illuminance of the probes in the range of the source will be calculated by several points that you can set yourself (the “Add Point...” button), otherwise, by one point located in the center of the source.

Calculation Types

Accurate Shadows

The “Accurate Shadows” calculation type should be used when the light source casts a clear shadow. Light probes will be installed at the borders of the shadows cast by this light source.
This is an example of using the "Accurate Shadows" option correctly. One of the light sources has a high intensity and a different color. This creates a shadow near another light source - in this place it is necessary to install light probes.

Light Intensity

The calculation type "Light Intensity" should be used when the light source does not cast clear shadows. For example, when multiple light sources create shading areas at different places in the scene.
This is an example of using the "Light Intensity" option correctly. Both light sources have the same intensity and color. Most of the light probes have the same intensity and therefore have been removed. Those light probes whose intensity is too different are placed in contrasting areas of the scene.

Baked And Mixed Lights

The placing of light probes is carried out differently for baked and mixed light sources. For mixed light sources, the light probes will only be placed at the borders of the shadow near the geometry to capture indirect light.
For baked light sources, the light probes will be placed both near the geometry and throughout the height of the volume in order to capture the exact place of transition from the illuminated area to the unlit.
Mixed Mode
Baked Mode