High Definition Render Pipeline Wizard
The High Definition Render Pipeline (HDRP) includes the HDRP Wizard to help you configure your Unity Project so that it is compatible with HDRP.
To open the Render Pipeline Wizard, go to Window > Rendering and select HDRP Wizard.
Packages
At the top of the window, there is an information text that shows you the currently installed version of HDRP. The Check Update button provides a shortcut to the HDRP package in the Package Manager window.
You also have a button allow you to creates a local instance of the High Definition Render Pipeline Config package in the LocalPackage folder of your HDRP Project. If already installed, some information about its location are displayed below.
Default Path Settings
Property | Description |
---|---|
Default Resources Folder | Set the folder name that the Render Pipeline Wizard uses when it loads or creates resources. |
Configuration Checking
Your Unity Project must adhere to all the configuration tests in this section for HDRP to work correctly. If a test fails, a message explains the issue and you can click a button to fix it. This helps you quickly fix any major issues with your HDRP Project. The Render Pipeline Wizard can load or create any resources that are missing by placing new resources in the Default Resources Folder.
There are three tabs that you can use to set up your HDRP Project for different use cases.
- HDRP: Use this tab to set up a default HDRP Project.
- HDRP + VR: Use this tab to set up your HDRP Project and enable support for virtual reality.
- HDRP + DXR: Use this tab to set up your HDRP Project and enable support for ray tracing.
Each configuration is separated in two scopes:
- Global: Changes the configuration settings in the Unity Editor, HDRP Global Settings, or Graphics Settings' HDRP Asset
- Current Quality: Changes the configuration settings in the HDRP Asset set in Quality Settings. If no asset is assigned in Quality Settings, this mode uses the HDRP Asset set in Graphics Settings.
HDRP
This tab provides you with configuration options to help you make your Unity Project use HDRP.
Global:
Configuration Option | Description |
---|---|
Color Space | Checks to make sure Color Space is set to Linear. HDRP only supports Linear Color Space because it gives more physically accurate results than Gamma. Press the Fix button to set the Color Space to Linear. |
Lightmap Encoding | Checks to make sure Lightmap Encoding is set to High Quality, which is the only mode that HDRP supports. Press the Fix button to make Unity encode lightmaps in High Quality mode. This fixes lightmaps for all platforms. |
Shadows | Checks to make sure Shadow Quality is set to All. Unity hides this option when you install HDRP, and automatically sets it to All. Press the Fix button to set Shadow Quality to All. |
Shadowmask Mode | Checks to make sure Shadowmask Mode is set to Distance Shadowmask at the Project level. This allows you to change the Shadowmask Mode on a per-Light level. Press the Fix button to set the Shadowmask Mode to Distance Shadowmask. |
Assigned - Graphics | Checks to make sure you have assigned an HDRP Asset to the Graphics Settings field (menu: Edit > Project Settings > Graphics). Press the Fix button to open a pop-up that allows you to either assign an HDRP Asset or create and assign a new one. |
Assigned - HDRP Settings | Checks to make sure you have assigned an HDRenderPipelineGlobalSettings asset to the HDRP Settings field (menu: Edit > Project Settings > HDRP Graphics). Press the Fix button to find and assign an available HDRenderPipelineGlobalSettings asset. If there isn't one available, Unity creates an HDRenderPipelineGlobalSettings in the Default Resources Folder. |
Runtime Resources | Checks to make sure that your HDRP Asset references a Render Pipeline Resources Asset. Press the Fix button to reload the runtime resources for the HDRP Asset. |
Editor Resources | Checks to make sure that your HDRP Asset references a Render Pipeline Editor Resources Asset. Press the Fix button to reload the runtime resources for the HDRP Asset. |
Diffusion Profile | Checks to make sure that your HDRP Asset references a Diffusion Profile Asset. Press the Fix button to reload the runtime resources for the HDRP Asset. |
Default Volume Profile | Checks to make sure you have assigned a Default Volume Profile Asset in Edit > Project Settings > HDRP Settings that is not the one included in the High Definition RP package. This check only needs to pass if you want to modify the Default Volume Profile Asset. Press the Fix button to copy the Default Volume Profile Asset from the High Definition RP package into the Default Resource Folder and assign it. |
LookDev Volume Profile | Checks to make sure you have assigned a LookDev Volume Profile Asset in Edit > Project Settings > HDRP Settings that is not the one included in the High Definition RP package. This check only needs to pass if you want to use LookDev and modify the profile used in it. Press the Fix button to copy the LookDev Volume Profile Asset from the High Definition RP package into the Default Resource Folder and assign it. |
Assets Migration | Checks to make sure all HDRenderPipelineAsset used in quality levels and the current HDRenderPipelineGlobalSettings have been upgraded to current version of High Definition Render Pipeline. Press the Fix button to upgrade any asset that require it. Asset that have been migrated will be logged in the console. You still need to save your project to save the changes. |
Current Quality:
Configuration Option | Description |
---|---|
Assigned - Quality | Checks to make sure you have assigned either an HDRP Asset or null to the Quality Settings field corresponding to the current used quality (menu: Edit > Project Settings > Quality). If the value is null, all Current Quality related configuration will be the one from the HDRP Asset used in Global. Press the Fix button to nullify the field. |
SRP Batcher | Checks to make sure that SRP Batcher is enabled. Press the Fix button to enable it in the used HDRP Asset. |
HDRP + VR
This tab provides all of the configuration options from the HDRP tab as well as extra configuration options to help you set your HDRP Project up to support virtual reality. If you can not find an option in this section of the documentation, check the HDRP tab above. This is only supported on Windows OS. You can adjust the extra configuration options in the Global scope.
Configuration Option | Description |
---|---|
Legacy VR System | Checks to make sure Virtual Reality Supported is disabled. This was the legacy system that is being deprecated. Press the Fix button to disable Virtual Reality Supported. |
XR Management Package | Check to make sure the XR Management Package is installed. Press the Fix button to install it. |
- Oculus Plugin | This cannot be checked directly by the wizard. So it is basically info on procedure to check it. You should install the plugin manually in Edit > Project Settings > XR Plugin Manager |
- Single-Pass Instancing | This cannot be checked directly by the wizard. So it is basically info on procedure to check it. You should check in Edit > Project Settings > XR Plugin Manager > Oculus that Stereo Rendering Mode use Single-Pass Instancing |
XR Legacy Helpers Package | Check to make sure the XR Legacy Helpers Package is installed. It is require to handle inputs with the TrackedPoseDriver component. Press the Fix button to install it. |
HDRP + DXR
This tab provides all of the configuration options from the HDRP tab as well as extra configuration options to help you set your HDRP Project up to support ray tracing. If you can not find an option in this section of the documentation, check the HDRP tab above. This is only supported on Windows OS.
Note that every Fix will be deactivated if your Hardware or OS do not support DXR.
Global:
Configuration Option | Description |
---|---|
Auto Graphics API | Checks to make sure Auto Graphics API is disabled in your Player Settings for the current platform. DXR needs to use Direct3D 12. Press the Fix button to disable Auto Graphics API. |
Direct3D 12 | Checks to make sure Direct3D 12 is the first Graphic API set in Player Settings for the current plateform. Press the Fix button to make Unity use Direct3D 12. |
Static Batching | Static Batching is not supported while using DXR. Press the Fix button to deactivate it. |
Architecture 64 bits | DXR only supports 64 bit architecture. Press the Fix button to change the target architecture to 64 bit. |
DXR Resources | Checks to make sure that your HDRP Asset references an HD Render Pipeline RayTracing Resources Asset. Press the Fix button to reload the raytracing resources for the HDRP Asset. |
Screen Space Shadow (HDRP Default Settings) | Checks to make sure that your Default Settings have the Screen Space Shadows Frame Setting enabled by default for Cameras.<br/ >Press the Fix button to enable the Screen Space Shadows Frame Setting. Note: This configuration option depends on Screen Space Shadows (Asset). This means, before you fix this, you must fix Screen Space Shadows (Asset) first. |
Screen Space Reflection (HDRP Default Settings) | Checks to make sure that your Default Settings have the Screen Space Reflections Frame Setting enabled by default for Cameras.<br/ >Press the Fix button to enable the Screen Space Reflections Frame Setting. Note: This configuration option depends on Screen Space Reflection (Asset). This means, before you fix this, you must fix Screen Space Reflection (Asset) first. |
Screen Space Reflection - Transparents (HDRP Default Settings) | Checks to make sure that your Default Settings have the Transparents Frame Setting enabled by default for Cameras.<br/ >Press the Fix button to enable the Screen Space Reflections Frame Setting. Note: This configuration option depends on Screen Space Reflection - Transparents (Asset). This means, before you fix this, you must fix Screen Space Reflection - Transparents (Asset) first. |
Screen Space Global Illumination (HDRP Frame Settings) | Checks to make sure that your Default Settings have the Screen Space Global Illumination Frame Setting enabled by default for Cameras.<br/ >Press the Fix button to enable the Screen Space Global Illumination Frame Setting. Note: This configuration option depends on Screen Space Global Illumination (Asset). This means, before you fix this, you must fix Screen Space Global Illumination (Asset) first. |
DXR Shader Config | Checks to make sure that the ShaderConfig.cs.hlsl, in the High Definition RP Config package referenced in your Project, has SHADEROPTIONS_RAYTRACING set to 1. Press the Fix button to create a local copy of the High Definition RP Config package and, in the ShaderConfig.cs.hlsl, set SHADEROPTIONS_RAYTRACING to 1. |
Current Quality:
Configuration Option | Description |
---|---|
DXR Activated | Checks to make sure DXR Activated is enabled in the current HDRP Asset. Press the Fix button to enable DXR Activated. |
Screen Space Shadows (Asset) | Checks to make sure Screen Space Shadows is enabled in the current HDRP Asset. Press the Fix button to enable Screen Space Shadows. |
Screen Space Reflection (Asset) | Checks to make sure Screen Space Reflection is enabled in the current HDRP Asset. Press the Fix button to enable Screen Space Reflection. |
Screen Space Reflection - Transparents (Asset) | Checks to make sure Transparents is enabled in the current HDRP Asset. Press the Fix button to enable Transparents. |
Screen Space Global Illumination (Asset) | Checks to make sure Screen Space Global Illumination is enabled in the current HDRP Asset. Press the Fix button to enable Screen Space Global Illumination. |
Project Migration Quick-links
When upgrading a project from the built-in render pipeline to HDRP, you need to do convert your Materials. Use the following utility functions to help with the upgrade process:
- Convert All Built-in Materials to HDRP: Upgrades every Material in your Unity Project to HDRP Materials.
- Convert Selected Built-in Materials to HDRP: Upgrades every Material currently selected to HDRP Materials.
- Upgrade HDRP Materials to Latest Version: Upgrades every Material in your Unity Project to the latest version.
The lighting will not match as HDRP use a different attenuation function than built-in and use correct math to handle lighting model. There is no function that can convert the look. Thus the lighting will require to be redone.