- High Definition Render Pipeline
- Requirements
- What's new
- Features
- Getting started
- Upgrading HDRP between Unity Versions
- Volume Framework
- Render Pipeline Settings
-
Materials
- Alpha Clipping
- Ambient Occlusion
- Displacement Mode
- Double Sided
- Geometric Specular Anti-aliasing
- Mask Map and Detail Map
- Material Type
- Renderer and Material Priority
- Tessellation
- Decal
- Surface Type
- Subsurface Scattering
- Shader List
- Master Stacks in HDRP
- Shader Graph Nodes
- Lighting
- Camera
- Post-processing
- UI
- Ray Tracing
- Components
- Tools
- Debugging
- Virtual Reality
- Consoles
-
Customizing HDRP
- Camera-relative Rendering
- Creating a Custom Sky
- Creating Custom Clouds
- Creating a Custom Post-Process Effect
- Custom Pass
- Custom Material Inspector
- Creating and Editing Lights at Runtime
- Creating a Decal Projector at Runtime
- Adjusting Emissive Intensity at Runtime
- Editing Frame Settings at Runtime
- Editing Volumes at Runtime
- Render Graph
- HDRP Glossary
- Known Issues and How To Fix Them