• High Definition Render Pipeline
  • Requirements
  • What's new
    • 10 / Unity 2020.2
    • 11 / Unity 2021.1
    • 12 / Unity 2021.2
    • 13 / Unity 2022.1
    • 14 / Unity 2022.2
  • Features
    • Features List
    • Comparison with the Built-in Render Pipeline
  • Getting started
    • Getting Started with HDRP
    • Forward and Deferred Rendering
    • Exposing Additional Properties
    • Sample Content
    • Sample project
    • Menu Items
  • Upgrade guides
    • High Definition Render Pipeline Wizard
    • Upgrading to HDRP from the built-in render pipeline
    • Material Upgrade
    • Upgrading from HDRP 14.x(2022.2) to 14.x(2022.3)
    • Upgrading from HDRP 13.x to 14.x
    • Upgrading from HDRP 12.x to 13.x
    • Upgrading from HDRP 11.x to 12.x
    • Upgrading from HDRP 10.x to 11.x
    • Upgrading from HDRP 8.x to 10.x
    • Upgrading from HDRP 7.x to 8.x
    • Upgrading from HDRP 6.x to 7.x
    • Upgrading from HDRP 5.x to 6.x
  • Volume Framework
    • Volumes
      • Volume Profiles
      • Volume Overrides
    • Volume Overrides List
      • Exposure
      • Fog
      • Water
        • Use the Water System in your Project
        • Capabilities of the Water System
        • Water system simulation
        • Settings and properties related to the Water System
        • Quality and performance decisions
        • Water Override for Volumes
        • Decals and masking in the Water System
        • Foam in the Water System
        • Caustics in the Water System
        • Underwater view
        • Materials in the Water System
        • Scripting in the Water System
      • Lighting
        • Ambient Occlusion
        • Indirect Lighting Controller
        • Screen Space Global Illumination
        • Screen Space Reflection
        • Screen Space Refraction
      • Material
        • Diffusion Profile List
      • 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
        • High Dynamic Range (HDR) Output
        • 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
    • Material Variants
    • Reduce shader variants in your build
    • Tessellation
    • Surface Type
    • Renderer and Material Priority
    • 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
        • Decal Shader
      • Cotton/Wool Shader
      • Eye Shader
      • Fog volume Shader
        • Fix issues with fog volumes
      • Fullscreen Shader
      • Hair Shader
      • Layered Lit Shader
      • Layered Lit Tessellation Shader
      • Lit Tessellation Shader
      • Lit Shader
      • Silk Shader
      • Terrain Lit Shader
      • Unlit Shader
    • Material variants
    • Reduce shader variants in your build
    • HDRP material properties
      • Alpha Clipping
      • Ambient Occlusion
      • Displacement Mode
      • Double Sided
      • Geometric Specular Anti-aliasing
      • Mask Map and Detail Map
      • Material Type
      • Tessellation
      • Surface Type
      • Renderer and Material Priority
    • Subsurface Scattering
      • Subsurface Scattering Materials
      • Diffusion Profile
    • Master Stacks in HDRP
      • Contexts and Blocks
        • Vertex
        • Fragment
      • Decal Master Stack
      • Eye Master Stack
      • Fabric Master Stack
      • Fog Volume Master Stack
      • Fullscreen Master Stack
      • Hair Master Stack
      • Lit Master Stack
      • StackLit Master Stack
      • Unlit Master Stack
      • Water Master Stack
    • Shader Graph Nodes
  • Lighting
    • Reflection in HDRP
    • Refraction in HDRP
      • Understand refraction
      • Create a refractive Material
      • Refraction models
      • How HDRP calculates color for reflection and refraction
    • Reflection Probes
      • Using Reflection Probes
      • Components
        • Reflection Probe
        • Planar Reflection Probe
        • Reflection Proxy Volume
    • Light
    • Probe Volumes
      • Understand Probe Volumes
      • Use Probe Volumes
      • Display and adjust Probe Volumes
      • Fix issues with Probe Volumes
      • Streaming
      • Probe Volume settings and properties
    • Light Anchor
    • Environment Lighting
    • Clouds in HDRP
    • Atmospheric Scattering
    • Local Volumetric Fog
    • Light Layers
    • Shadows
    • Update shadows less frequently
    • 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
    • HDR Output
    • Authoring Lookup Textures
      • Overview
      • Authoring in Adobe Photoshop
      • Authoring in DaVinci Resolve
    • Propagating NaNs
  • UI
    • UI Best Practices
  • 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
  • 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
    • Editing Materials at Runtime
    • Editing Frame Settings at Runtime
    • Editing Volumes at Runtime
    • Render Graph
  • HDRP Glossary
  • Known Issues and How To Fix Them