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    Execution order reference

    The High Definition Render Pipeline (HDRP) executes render passes using the following stages:

    1. Prepass
    2. Prepare LightLoop data
    3. Opaque and sky
    4. Transparent
    5. Post-processing
    6. Overlay gizmos

    Prepass stage

    HDRP executes the prepass stage in the following order:

    1. Before Rendering - custom pass injection point
    2. Prepass - depth, normal/smoothness, motion vectors
    3. PreRenderSky/Cloud
    4. DBuffer - no emissive decal
    5. GBuffer
    6. After Depth and Normal - custom pass injection point
    7. Depth pyramid
    8. Camera motion vectors

    Prepare Lightloop data stage

    1. Shadows or cached shadows, or an optional async pass
    2. Screen space shadows
    3. Generate MaxZPass

    Optional async pass

    The optional async pass calculates the following:

    • Lights list
    • Screen space ambient occlusion (SSAO)
    • Contact shadows
    • Volume voxelization
    • Screen space reflections (SSR)
    • Screen space global illumination (SSGI)

    Opaque and sky stage

    HDRP executes the opaque and sky stage in the following order:

    1. Deferred lighting
    2. Forward opaques
    3. Decal emissive
    4. Subsurface scattering
    5. Sky
    6. After Opaque and Sky - custom pass injection point
    7. After Opaque and Sky - custom post-processing injection point

    Transparents stage

    HDRP executes the transparents stage in the following order:

    1. Clear stencil
    2. Pre-refraction transparent depth prepass
    3. Water G-buffer
    4. Waterline
    5. Transparent depth prepass
    6. Volumetric lighting
    7. Fog
    8. Clouds
    9. High Quality Line Rendering
    10. Screen space reflections (SSR)
    11. Before PreRefraction - custom pass injection point
    12. Transparent pre-refraction
    13. Water lighting
    14. Color pyramid pre-refraction
    15. Screen space multiple scattering (SSMS)
    16. Before Transparent - custom pass injection point
    17. Transparents
    18. Low-resolution transparents
    19. Combine transparents
    20. Transparent PostPass
    21. Transparent UI: HDR output

    Post-processing stage

    HDRP executes the post-processing stage in the following order:

    1. Color pyramid distortion
    2. Distortion
    3. Before Post Process - custom pass injection point
    4. After Post Process Objects
    5. Exposure
    6. Deep learning super sampling (DLSS) upsample - before Post
    7. Before Temporal anti-aliasing (TAA) - custom post-processing injection point
    8. TAA or subpixel morphological anti-aliasing (SMAA)
    9. Before Postprocess - custom post-processing injection point
    10. Depth of field
    11. DLSS upsample - After depth of field
    12. Motion blur
    13. After Post Process Blurs - custom post-processing injection point
    14. Panini projection
    15. Lens Flare (SRP)
    16. Bloom
    17. Uber pass - color grading, lens distortion, chromatic effect, vignette, composite
    18. After Post Process - custom post-processing injection point
    19. DLSS upsample - After Post
    20. Final - grain, dithering, composite, fast approximate anti-aliasing (FXAA)
    21. After Post Process - custom post-processing injection point

    Post-processing effect execution order

    The post-processing system in HDRP applies post-processing effects in a specific order. The system also combines some effects into the same compute shader stack to minimize the number of passes.

    HDRP executes post processing effects in the following order, from top to bottom.

    Effect Execution order
    NaN remover Post-processing pass
    Anti-aliasing - TAA, SMAA Post-processing pass
    Depth of field Post-processing pass
    Motion blur Post-processing pass
    Panini projection Post-processing pass
    Bloom - pyramid Post-processing pass
    Color grading - look up table (LUT) baking Post-processing pass
    Screen space lens flare, written in bloom texture Post-processing pass
    Lens flare (SRP) Post-processing pass
    Lens distortion Compute shader stack
    Chromatic aberration Compute shader stack
    Apply bloom Compute shader stack
    Vignette Compute shader stack
    Apply color grading Compute shader stack
    Anti-aliasing - FXAA Final post-processing pass
    Film grain Final post-processing pass
    8-bit dithering Final post-processing pass

    Additional resources

    • Injection points
    In This Article
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