A spacious industrial warehouse interior for Unity HDRP, with detailed steel structure, concrete flooring, a complete lighting setup and a ready-to-explore demo scene.Unity 6.3 LTS with HDRP 17.3 and Linear colour space. Apply the included recommended quality preset, then open ProductionSpace_ProbeLit. Uses Legacy Light Probes with a Light Probe Proxy Volume. Built-in/URP variants are not included; hardware ray tracing is not required.Build an industrial interior around a complete warehouse shell with broad open bays, structural columns, beams and corrugated roofing. The approximately 70 x 120 metre floor plan provides space for your own equipment, simulation layout or cinematic staging.The Unity 6.3 HDRP presentation includes native materials, textured concrete, high-bay fixtures, real-time direct lighting and shadows, baked indirect probe lighting, local reflections and a fixed-exposure camera look. Spatial interpolation keeps indirect lighting smooth across large architectural surfaces without requiring hardware ray tracing.Every model ships as its own prefab: 416 prefabs under Prefabs/ cover the shell, columns, frames, purlins, roof sheets, roof panels and braces, plus sub-assembly group prefabs, the high-bay fixture and the assembled environment and lighting-rig prefabs built from nested instances of them. The complete demo scene is assembled from those prefab instances, so you can reuse a single column, brace or fixture or drop in the whole hall. Explore it with the included free-flight camera; materials, lights, exposure and camera settings remain editable, and the documented quality setup applies the HDRP preset used for the presentation.This is an architectural environment for desktop, cinematic and visualization projects. Equipment, characters and gameplay systems are not included. Requires Unity 6.3 LTS and HDRP 17.3; Built-in and URP variants are not included. Screenshots and the walkthrough are rendered in Unity from the included scene.Unity: 6.3 LTS (6000.3.21f1), HDRP 17.3, Linear colour space.Geometry: 406 source mesh renderers, 220 shared meshes, 145,568 assembled triangles. Individual source meshes: 12 to 16,000 triangles. Approximate dimensions: 70 x 120 x 18 metres. Additional presentation fixtures are included in the lighting rig.Prefabs: 416 - a per-object prefab library under Prefabs/ with 406 part prefabs in 7 role folders (Shell 1, Columns 44, Frames 44, Purlins 23, RoofSheets 2, RoofPanels 212, Braces 80), 7 sub-assembly group prefabs, the HighBay light fixture, and the environment and lighting-rig prefabs rebuilt from nested instances of them.Demo scene: 1, built entirely from prefab instances - 451/451 scene renderers belong to a prefab instance, with no added-component overrides.Content: 1 FBX assembly, 416 prefabs, 1 complete demo scene, 6 native HDRP/Lit materials, inspection-camera script, documentation and recommended HDRP quality preset.Textures: 5 material maps: three 8192 x 8192 PNG maps, one 4096 x 4096 PNG mask, one 8192 x 8192 EXR normal map. Includes concrete base colour/normal/roughness, metal normal and packed HDRP mask; five baked HDR reflection cubemaps are also included. No JPEG or WebP textures.Lighting: 45 Mixed lights with real-time direct illumination and shadows, 720 baked light probes, a 32 x 8 x 64 Light Probe Proxy Volume and 5 reflection probes. Uses Legacy Light Probes. No baked lightmaps or hardware ray tracing required. Rebuild probe lighting and reflections after changing the layout or lighting.UV mapping: yes; authored secondary UVs included. Metre scale. Rigging: no. Skeletal animations: none. LODs: no automatic LOD chain.Demo controls: RMB look, WASD move, Q/E vertical movement, Shift boost, H help. Both Unity input backends are supported.Targets desktop visualization and cinematic projects; profile shadows, reflections and texture limits for your target hardware. The source FBX contains intentionally oriented child elements; the Validator may report model orientation, while every shipped prefab root uses an identity transform.The original geometry and texture content was supplied by the publisher. AI assistance was used for Blender and Unity conversion, development automation, inspection-camera code and documentation. The presentation images and walkthrough are rendered in Unity from the included environment.




