Harald Hey, thanks for the reply. I was digging around in there and while I think the Sprite shader seems to be more featured, I don't think it handles the new volume probes. I changed the SkeletonLit-ForwardPass-URP vertex shadera bit, I'll link an image.
I just made it call the
SampleProbeVolumePixel function that SAMPLE_GI gets defined as when PROBE_VOLUMES_L1/L2 get defined (which I also did in the .shader file)
![image.png](https://uk.esotericsoftware.com/forum/assets/files/2025-02-12/1739356418-354324-image.png)
Although I do have lingering thought if, since the new volume probes are per pixel, if it's better to just do this GI baking in the fragment shader, but I think it works for now.
![image.png](https://uk.esotericsoftware.com/forum/assets/files/2025-02-12/1739356517-872781-image.png)
Maybe you'll find the proper way to incorporate it