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- 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
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- Understand physical light units
- Light sources
- Ambient lighting
- Control exposure
- 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
- 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
- Volumetric lighting
- Test and debug lighting
- Global illumination
- Reflection and refraction
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- Transparent and translucent materials
- Skin and diffusive surfaces (subsurface scattering)
- Hair and fur
- Eyes
- Fabrics
- Decals
- Lit materials
- Unlit material
- Fullscreen material
- Canvas material
- Fog Volume
- Customize shaders and materials
- Understand renderer and material priority
- Modify materials at runtime
- Test and debug materials
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- Sky
- Clouds
- 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
- Decals and masking in the water system
- Foam in the Water System
- Caustics in the Water System
- Create a current in the Water System
- Deform a water surface
- Exclude part of a water surface
- Underwater view
- Materials in the Water System
- Scripting in the Water System
- Debug in the Water System
- Environment limitations
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- Understand execution order
- 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
- Color grading
- Camera and lens effects
- Motion effects
- Runtime effects
- Custom rendering effects
- Customize the High Definition Render Pipeline (HDRP)
- Test and debug rendering and post-processing * Troubleshoot a custom pass * View a custom pass in the Frame Debugger * Troubleshoot a custom post-processing effect * Understand and fix Not a Number (NAN) and Infinite (Inf) values * Known issues
- Stencil Buffer Usage
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- Optimizing draw calls
- Scriptable Render Pipeline Batcher
- BatchRendererGroup
- How BatchRendererGroup works
- Set up your project for BatchRendererGroup
- Creating a renderer with BatchRendererGroup
- Writing custom shaders for the BatchRendererGroup
- Reduce rendering work on the CPU
- Optimizing draw calls
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- 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
- Volumetric lighting reference
- Exposure volume override reference
- Shadows volume override reference
- Contact shadows override reference
- Reflection probe reference
- Planar Reflection Probe reference
- Ray tracing reference
- Materials and surfaces reference
- Shader materials 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
- Camera and scene composition reference
- Build, test, and deploy reference
- Rendering and post-processing reference * Dynamic Resolution component reference * High Dynamic Range (HDR) tonemapping reference * Custom Pass reference
- HDRP Glossary