• HDRP Package
    • What's new
      • What's new in HDRP 17
      • What's new in HDRP 16
      • What's new in HDRP 15
      • What's new in HDRP 14
      • What's new in HDRP 13
      • What's new in HDRP 12
      • What's new in HDRP 11
      • What's new in HDRP 10
    • Features List
    • Comparison with the Built-in Render Pipeline
  • Install and upgrade
    • Install HDRP
    • System requirements
    • High Definition Render Pipeline Wizard
    • Upgrade guides
      • Material Upgrade
      • Upgrade from HDRP 16.x to 17.x
      • Upgrade from HDRP 15.x to 16.x
      • Upgrade from HDRP 14.x to 15.x
      • Upgrade from HDRP 13.x to 14.x
      • Upgrade from HDRP 12.x to 13.x
      • Upgrade from HDRP 11.x to 12.x
      • Upgrade from HDRP 10.x to 11.x
      • Upgrade from HDRP 8.x to 10.x
      • Upgrade from HDRP 7.x to 8.x
      • Upgrade from HDRP 6.x to 7.x
      • Upgrade from HDRP 5.x to 6.x
    • Install HDRP samples
      • Install sample assets
      • Install sample projects
  • Getting started in HDRP
    • Project setup
      • Configure build and project settings
        • Configure a project using the HDRP Wizard
        • Configure a project using the HDRP Config package
        • Configure build settings for different platforms
        • Quality settings
        • Frame Settings
      • Create an HDRP asset
    • Scene setup
      • Understand Volumes
      • Set up a Volume
      • Create a Volume Profile
      • Configure Volume Overrides
      • Troubleshooting volumes
  • Convert a project from the Built-in Render Pipeline
    • Convert post-processing scripts
    • Convert lighting and shadows
    • Convert materials and shaders
    • Convert project with HDRP wizard
  • Lighting
    • Understand physical light units
    • Light sources
      • Create and configure light sources
      • Create and edit lights at runtime
      • Understand IES light profiles
      • Anchor a light source
      • View and control a light from its perspective
      • Use light rendering layers
    • Ambient lighting
      • Environment lighting
      • Configure environment lighting
      • Ambient occlusion
      • Assign an ambient occlusion texture
      • Screen Space Ambient Occlusion (SSAO)
    • Control exposure
    • Shadows
      • Use the shadows volume component override
      • Visualize and adjust shadows
      • Control shadow resolution and quality
      • Realtime shadows
        • Set a shadow update mode
        • Use shadowmasks
        • Use ray-Traced shadows
      • Additional shadow detail
        • Use contact shadows
        • Use micro shadows
    • Adaptive Probe Volumes
      • Understanding Adaptive Probe Volumes
      • Use Adaptive Probe Volumes
      • Display Adaptive Probe Volumes
      • Configure the size and density of Adaptive Probe Volumes
      • Bake multiple scenes together with Baking Sets
      • Changing lighting at runtime
        • Choose how to change lighting at runtime
        • Bake different lighting setups with Lighting Scenarios
        • Update light from the sky at runtime with sky occlusion
      • Optimize loading Adaptive Probe Volume data
      • Fix issues with Adaptive Probe Volumes
      • Adaptive Probe Volume Inspector window reference
      • Adaptive Probe Volumes panel reference
      • Adaptive Probe Volumes Options Override reference
      • Probe Adjustment Volume component reference
      • Override the Adaptive Probe Volumes baking backend
    • Ray tracing
      • Set up ray tracing
      • Implement ray tracing with shader graph
      • Ray Tracing and animations
      • Ray-traced effects
        • Ray-Traced Ambient Occlusion
        • Ray-Traced Contact Shadows
        • Ray-Traced Global Illumination
        • Ray-Traced Reflections
        • Calculate light bounces for ray-traced effects
        • Use the recursive rendering volume override
        • Ray-Traced Subsurface Scattering
      • Path tracing
        • Understand path tracing
        • Set up path tracing
        • Path tracing limitations
      • Ray Tracing Settings
      • Ray tracing hardware requirements
      • Troubleshoot ray tracing issues
    • Volumetric lighting
      • Enable and configure volumtetric lights
      • Screen space lens flare
    • Test and debug lighting
      • Debug exposure
      • Debug Ray-Traced Effects
    • Global illumination
      • Screen space global illumination (SSGI)
      • Control indirect lighting
    • Reflection and refraction
      • Understand reflection in HDRP
      • Reflection probes
        • Understand reflection Probes
        • Calculate accurate reflection and refraction
      • Use Screen space refraction
      • Use screen space reflection
  • Materials and surfaces
    • Transparent and translucent materials
      • Understand refraction
      • Create a refractive material
      • Refraction models
      • How HDRP calculates color for reflection and refraction
      • Compute Thickness
    • Skin and diffusive surfaces (subsurface scattering)
    • Hair and fur
      • Understand hair and fur
      • Create a hair and fur material
      • High quality line rendering
        • Understand high quality line rendering
        • Use high quality line rendering
    • Eyes
      • Understand eyes
      • Create an eye material
    • Fabrics
      • Understand fabrics
      • Create a fabric material
    • Decals
      • Understand decals
      • Create a decal material
      • Use decals
      • Create decals at runtime
    • Lit materials
      • Lit material
      • Layered Lit material
      • Lit Tessellation material
      • Layered Lit Tessellation material
      • Stacklit material
      • Terrain Lit material
    • Unlit material
    • Fullscreen material
      • Understand Fullscreen Materials
      • Create a Fullscreen Material
    • Canvas material
    • Fog Volume
    • Customize shaders and materials
      • Shader Graph in HDRP
        • Understand Shader Graph in HDRP
        • Use Shader Graph to create HDRP shaders
        • HDRP Shader Graph Nodes reference
      • Create variants of materials
      • Reduce shader variants
      • Custom material inspectors
    • Understand renderer and material priority
    • Modify materials at runtime
    • Test and debug materials
      • Debug materials and shaders (MatCap mode)
      • Test and debug materials in different lighting conditions (Look Dev)
  • Environmental effects
    • Sky
      • Understand sky
      • Set the type of sky
      • Create a gradient sky
      • Create an HDRI sky
      • Create a physically based sky
      • Create a custom sky effect
    • Clouds
      • Understand clouds
      • Create realistic clouds (volumetric clouds)
      • Create simple clouds (Cloud Layer)
      • Create custom cloud effects
      • Troubleshooting Volumetric Clouds rendering issues
    • Fog
      • Understand fog
      • Create a global fog effect
      • Create a local fog effect
      • Create a Fog Volume shader
      • Troubleshoot fog
    • Water
      • Use the water system in your Project
      • Capabilities of the water system
      • Water system simulation
      • Quality and performance decisions
      • Water Override for Volumes
      • Water surface fluctuations
        • Water decals
        • Enable mask and current water decals
        • Configure swell, agitation, or ripples
        • Simulating currents with water decals
        • Simulating ripples with masks
        • Check waves and ripples
        • Float objects on a water surface
        • Align objects to the water surface using normals
      • Decals and masking in the water system
      • Foam in the Water System
        • Introduction to foam
        • Create wind-driven foam on the whole water surface
        • Create local foam in the wake of a GameObject
        • Add foam with a script
      • Customize caustics in the water system
      • Create a current in the Water System
      • Deform a water surface vertically
      • Exclude part of a water surface
      • Underwater view
      • Materials in the Water System
      • Synchronize multiple water surfaces
      • Debug in the Water System
      • Interaction between the water system and the VFX Graph
  • Camera and scene composition
    • Graphics Compositor
      • Understand the Graphics Compositor
      • Use the Graphics Compositor
    • Camera-relative rendering
  • Platform configuration
    • Virtual Reality in HDRP
  • User interfaces
    • Best practices for UI in HDRP
  • Build, test and deploy
    • Use the Rendering Debugger
    • Add controls to the Rendering Debugger
  • Rendering and post-processing
    • Execution order reference
    • Understand post-processing
    • Anti-aliasing
    • Dynamic resolution
    • Forward and deferred rendering for lighting
    • Alpha channel configuration
    • Deep learning super sampling (DLSS)
    • Spatial-Temporal Post-processing
      • Spatial-Temporal Post-processing debug views
    • Color grading
      • High Dynamic Range (HDR) and tonemapping
      • Lookup textures (LUTs)
        • Understand LUTs
        • Create an LUT in Adobe Photoshop
        • Create an LUT in DaVinci Resolve
      • Color volume effects
        • Channel Mixer
        • Color Adjustments
        • Color Curves
        • Lift, Gamma, Gain
        • Shadows, Midtones, Highlights
        • Split Toning
        • Tonemapping
        • White Balance
    • Camera and lens effects
      • Bloom
      • Chromatic Aberration
      • Depth of Field
      • Film Grain
      • Lens Distortion
      • Lens flares
        • Choose a lens flare type
        • Add lens flares
        • Add screen space lens flares
        • Lens Flare (SRP) reference
        • Lens Flare (SRP) Data Asset reference
        • Screen Space Lens Flare override reference
      • Panini Projection
      • Vignette
    • Motion effects
      • Motion Blur
      • Motion vectors
      • Multiframe rendering
        • Understand multiframe rendering and accumulation
        • Use the multiframe rendering API
        • Combine animation sequences in script
    • Runtime effects
      • Modify volume effects at runtime
      • Modify frame settings at runtime
    • Custom rendering effects
      • Custom post-processing effects
        • Understand Custom post-processing
        • Create and apply a custom post-processing effect
        • Use custom post-processing example scripts
        • Use a full-screen shader with a custom post-processing volume
        • Use custom post-processing with dynamic resolution and DLSS
      • Custom pass
        • Understand custom passes
        • Understand custom pass volumes
        • Understand custom Pass buffers and pyramids
        • Create a custom pass
          • Create a custom Pass GameObject
          • Create a custom Pass in a C# script
        • Understand custom pass variables
        • Manage a custom pass without a GameObject
        • Injection points
    • Customize the High Definition Render Pipeline (HDRP)
    • Test and debug rendering and post-processing
      • Troubleshoot a custom pass
      • Troubleshoot a custom post-processing effect
      • Understand and fix Not a Number (NAN) and Infinite (Inf) values
      • Known issues
    • Stencil Buffer Usage
  • Optimization
    • Optimizing draw calls
      • Scriptable Render Pipeline Batcher
        • Introduction to the SRP Batcher
        • Check whether a GameObject is compatible with the SRP Batcher
        • Enable the SRP Batcher
        • Troubleshoot the SRP Batcher
        • Remove SRP Batcher compatibility for GameObjects
        • BatchRendererGroup
          • How BatchRendererGroup works
          • Set up your project for BatchRendererGroup
          • Creating a renderer with BatchRendererGroup
            • Initializing a BatchRendererGroup object
            • Registering meshes and materials
            • Creating batches
            • Creating draw commands
            • Writing custom shaders for the BatchRendererGroup
              • DOTS Instancing shaders
              • Support DOTS Instancing in a custom shader
              • Declare DOTS Instancing properties in a custom shader
              • Access DOTS Instancing properties in a custom shader
              • Best practice for DOTS Instancing shaders
              • DOTS Instancing shader samples
                • Example of a DOTS Instancing shader that accesses per-instance data
                • Example of a DOTS Instancing shader that accesses constant data
                • Example of using UNITY_DOTS_INSTANCED_PROP macros in a DOTS Instancing shader
                • Macros reference
                • Shader functions reference
    • Reduce rendering work on the CPU
      • Use the GPU Resident Drawer
      • Make a GameObject compatible with the GPU Resident Drawer
      • Use GPU occlusion culling
  • Reference
    • Menu Items
    • HDRP Asset reference
    • HDRP Wizard reference
    • Volume component reference
    • Frame Settings reference
    • HDRP graphics settings window reference
    • Lighting reference
      • Light component reference
      • Lighting environment reference
      • Ambient Occlusion reference
      • IES Importer reference
      • Lens flares reference
        • Lens Flare (SRP) reference
        • Lens Flare (SRP) Data Asset reference
        • Screen Space Lens Flare override reference
      • Volumetric lighting reference
        • Screen Space Global Illumination
        • Screen Space Lens Flare
        • Screen Space Reflection
        • Indirect lighting controller reference
      • Exposure volume override reference
      • Shadows volume override reference
      • Contact shadows override reference
      • Reflection probe reference
      • Planar Reflection Probe reference
      • Ray tracing reference
        • Path tracing reference
        • Recursive rendering override reference
        • Ray Tracing Settings reference
    • Materials and surfaces reference
      • Shader materials reference
        • HDRP material reference
          • Alpha Clipping reference
          • Ambient Occlusion reference
          • Displacement Mode reference
          • Double Sided reference
          • Geometric Specular Anti-aliasing reference
          • Mask Map and Detail Map reference
          • Material Type reference
          • Tessellation reference
          • Surface Type reference
        • Skin and diffusive surfaces reference
          • Diffusion Profile reference
          • Diffusion Profile List
        • Hair Material Inspector reference
        • High quality line rendering reference
          • High Quality Line Rendering Volume Override reference
          • Mesh Renderer Extension reference
        • Eye Material Inspector reference
        • Fabric material reference
          • Cotton/Wool Material Inspector reference
          • Silk Material Inspector reference
        • Decal material reference
          • Decal Projector reference
          • Decal Material Inspector reference
        • Lit material reference
          • Lit Material Inspector reference
          • Layered Lit Material Inspector reference
          • Lit Tessellation Material Inspector reference
          • Layered Lit Tessellation Material Inspector reference
          • Terrain Lit Material Inspector reference
        • Unlit Material Inspector reference
        • Autodesk materials
          • 3DS Max Physical Material Inspector reference
          • ArnoldStandardSurface reference
          • Autodesk Interactive reference
            • Autodesk Interactive Shader
            • Autodesk Interactive Masked Shader
            • Autodesk Interactive Transparent Shader
          • AxF Shader reference
      • Shader Graph materials reference
        • Vertex context reference
        • Fragment context reference
        • Hair Master Stack reference
        • Eye Master Stack reference
        • Fabric Master Stack reference
        • Decal Master Stack reference
        • Lit Master Stack reference
        • Unlit Master Stack reference
        • Fullscreen Master Stack reference
        • StackLit Master Stack reference
        • Canvas Master Stack reference
        • Fog Volume Master Stack reference
        • Water Master Stack reference
    • Environmental effects reference
      • Sky reference
        • Gradient Sky Volume Override reference
        • HDRI Sky Volume Override reference
        • Physically Based Sky Volume Override reference
        • Visual Environment Volume Override reference
      • Clouds reference
        • Volumetric Clouds Volume Override reference
      • Fog reference
        • Fog Volume Override reference
        • Local Volumetric Fog Volume reference
      • Settings and properties related to the water system
    • Camera and scene composition reference
      • HDRP camera component reference
      • HDRP Scene view camera settings reference
      • Graphics Compositor window reference
    • Build, test, and deploy reference
      • Rendering Debugger window reference
    • Rendering and post-processing reference
      • Dynamic Resolution component reference
      • High Dynamic Range (HDR) tonemapping reference
      • Custom Pass reference
    • HDRP Glossary