• 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