Steps to reproduce:
- Create a new 3D (URP) project
- In Edit > Project Settings > Quality > current URP asset, make sure Light Probe System is set to Adaptive Probe Volumes
- In Window > Rendering > Lighting > Adaptive Probe Volumes tab, enable Sky Occlusion
- Create a Cube (GameObject > 3D Object > Cube), and with the Cube selected press Add Component and add a Visual Effect component
- With the Cube selected, enable the Static checkbox in the top right of the Inspector (Contribute GI on)
- Make sure the scene has an Adaptive Probe Volume (GameObject > Light > Adaptive Probe Volume)
- Select Generate Lighting in the Lighting window
- Observe the Console window
Actual results: "InvalidCastException: Specified cast is not valid." is thrown when Generate Lighting starts:
AccelStructAdapter.AddInstance (Runtime/UnifiedRayTracing/Common/AccelStructAdapter.cs:136)
<- AdaptiveProbeVolumes+DefaultSkyOcclusion.BuildAccelerationStructure (Editor/Lighting/ProbeVolume/ProbeGIBaking.SkyOcclusion.cs:227)
<- DefaultSkyOcclusion.Initialize <- BakeData.Init <- AdaptiveProbeVolumes.PrepareBaking <- OnBakeStarted
<- Lightmapping.Internal_CallBakeStartedFunctions (full stack: logs/user-repro-fullstack-2026-08-27.txt)
The bake continues but the Sky Occlusion acceleration structure build was interrupted by the exception.
Expected results: No exception - renderer types that are not MeshRenderer are skipped (or supported) when building the Sky Occlusion acceleration structure, the same way SkinnedMeshRenderer is already skipped.
Reproducible with versions: 6000.0.7f1, 6000.0.83f1, 6000.3.23f1, 6000.5.11f1, 6000.6.0f1, 6000.7.0a6
Not reproducible with versions: 6000.0.6f1
Tested on (OS): Windows 11