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    • High Definition Render Pipeline
    • Requirements
    • What's new
      • 10 / Unity 2020.2
      • 11 / Unity 2021.1
      • 12 / Unity 2021.2
    • 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 Additional Properties
      • 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
      • 10.x-preview to 11.x
      • 11.x to 12.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
          • Cloud Layer
          • Gradient Sky
          • HDRI Sky
          • Physically Based Sky
          • Procedural Sky
          • Volumetric Clouds
        • Visual Environment
    • Render Pipeline Settings
      • HDRP Asset
      • Frame Settings
      • HDRP Global 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
      • Tessellation
      • 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
      • Clouds in HDRP
      • Atmospheric Scattering
      • Local Volumetric Fog
      • 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
      • Deep learning super sampling
    • 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
      • Lens Flare
        • Lens Flare asset
    • Tools
      • Look Dev
      • Compositor
        • User Guide
        • User Options
    • Debugging
      • MatCap
      • Rendering Debugger
    • Virtual Reality
      • VR Overview
    • Consoles
      • Building For Consoles
    • Customizing HDRP
      • Camera-relative Rendering
      • Creating a Custom Sky
      • Creating Custom Clouds
      • 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
      • 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
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