High Definition Render Pipeline
Requirements
What's new
10
Features
Features List
Comparison with the Built-in Render Pipeline
Getting started
Getting Started with HDRP
Upgrading to HDRP
Render Pipeline Wizard
Forward and Deferred Rendering
Exposing More Options
Sample Content
Sample project
Menu Items
Upgrading HDRP between Unity Versions
Material Upgrade
5.x to 6.x
6.x to 7.x
7.x to 8.x
8.x to 9.x-preview/10.x
Volume Framework
Volumes
Volume Profiles
Volume Overrides
Volume Overrides List
Exposure
Fog
Lighting
Ambient Occlusion
Indirect Lighting Controller
Screen Space Global Illumination
Screen Space Reflection
Screen Space Refraction
Material
Diffusion Profile
Post-processing
Bloom
Channel Mixer
Chromatic Aberration
Color Adjustments
Color Curves
Depth of Field
Film Grain
Lens Distortion
Lift, Gamma, Gain
Motion Blur
Panini Projection
Shadows, Midtones, Highlights
Split Toning
Tonemapping
Vignette
White Balance
Shadowing
Contact Shadows
Micro Shadows
Shadows
Sky
Gradient Sky
HDRI Sky
Physically Based Sky
Procedural Sky
Visual Environment
Volumes API
Render Pipeline Settings
HDRP Asset
Frame Settings
Default Settings
HDRP Config Package
Scalability
Materials
Alpha Clipping
Ambient Occlusion
Displacement Mode
Double Sided
Geometric Specular Anti-aliasing
Mask Map and Detail Map
Material Type
Renderer and Material Priority
Decal
Surface Type
Subsurface Scattering
Subsurface Scattering Materials
Diffusion Profile
Shader List
3DSMaxPhysicalMaterial
PhysicalMaterial3DsMax
ArnoldStandardSurface
ArnoldStandardSurface
Autodesk Interactive
Autodesk Interactive Shader
Autodesk Interactive Masked Shader
Autodesk Interactive Transparent Shader
AxF Shader
Decal Shader
Cotton/Wool Shader
Eye Shader
Hair Shader
Layered Lit Shader
Layered Lit Tessellation Shader
Lit Tessellation Shader
Lit Shader
Silk Shader
Terrain Lit Shader
Unlit Shader
Master Stacks in HDRP
Contexts and Blocks
Vertex
Fragment
Decal Master Stack
Eye Master Stack
Fabric Master Stack
Hair Master Stack
Lit Master Stack
StackLit Master Stack
Unlit Master Stack
Shader Graph Nodes
Lighting
Reflection in HDRP
Refraction in HDRP
Reflection Probes
Using Reflection Probes
Components
Reflection Probe
Planar Reflection Probe
Reflection Proxy Volume
Light
Environment Lighting
Atmospheric Scattering
Density Volume
Light Layers
Shadows
Shadowmasks
Volumetric Lighting
Physical Light Units and Intensities
IES
IES Profile
IES Importer
Camera
HD Camera
Scene View Camera
Dynamic Resolution
Motion Vectors
Anti-Aliasing
Alpha Output
Arbitrary Output Variables
Multiframe Rendering and Accumulation
Post-processing
Effect Execution Order
Effect List
Authoring Lookup Textures
Overview
Authoring in Adobe Photoshop
Authoring in DaVinci Resolve
Propagating NaNs
UI
UI Best Pratices
Ray Tracing
Getting Started with Ray Tracing
Effects and Volume Overrides
Ray-Traced Ambient Occlusion
Ray-Traced Contact Shadows
Ray-Traced Global Illumination
Ray-Traced Reflections
Ray-Traced Shadows
Ray-Traced Subsurface Scattering
Ray Tracing Settings
Light Cluster
Path Tracing
Recursive Rendering
Shader Graph Keywords
Raytracing Quality
Ray Tracing and Animations
Debugging
Debugging Ray-Traced Effects
Components
Decal Projector
Tools
Look Dev
Compositor
User Guide
User Options
Debugging
MatCap
Render Pipeline Debug Window
Virtual Reality
VR Overview
Consoles
Building For Consoles
Customizing HDRP
Camera-relative Rendering
Creating a Custom Sky
Creating a Custom Post-Process Effect
Custom Pass
Creating a Custom Pass
Injection Points
Custom Pass Volume workflow
Viewing a Custom Pass in the Frame Debugger
Scripting your own Custom Pass in C#
Troubleshooting
Editing Frame Settings at Runtime
Render Graph
HDRP Glossary
Known Issues and How To Fix Them