View on Asset Store (opens in new tab)
Package details
- Latest version
- 1.0.0
- Last updated
- First released
- Unity version
- 6000.0.38 or later
- Package size
- 387 KB
- Files
- 11
- Favorites
- 18
- Views in the past week
- 9
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $19.99 on
Keywords
HDRP Shadow Manager (Performance+Shadow LOD)
HDRP Shadow Manager automatically optimizes shadows (of Spot- and Pointlights) in HDRP, boosting performance without sacrificing visual quality.
Affiliate link · Purchases support this site
Price history
Last 6 months
USDAsset preview
1 / 2
HDRP Shadow Manager (Performance+Shadow LOD) screenshot 1
About this asset
Say goodbye to shadow overload and hello to buttery-smooth performance!
HDRP Shadow Manager (HSM) is the ultimate plug-and-play tool to automatically optimize shadows (of Spot- and Pointlights) in Unity’s High Definition Render Pipeline (HDRP). Whether you're crafting cinematic experiences or sprawling open-worlds, HSM ensures shadows are smart, responsive, and efficient.
🚀 Proven in Real Projects
HSM is battle-tested and actively used in our own game, Projekt Z: Beyond Order.
We trust HSM to deliver high-quality shadows and optimized performance in a complex, immersive environment – and you can too!
🛠️ One-Click Setup
Just go to:
Window ➤ 314 Arts ➤ HSM ➤ Add HSM to Lights with Shadows Enabled
💡 Or right-click any light to instantly convert it to an HSM-controlled light.
🔧 Fine-Tune Like a Pro
Fix shadow pop-ins or tweak static vs. dynamic shadow behavior using intuitive sliders. No code. No hassle. Just visual clarity and performance gains.
💻 Increase realism. Reduce draw calls. Maximize FPS.
💬 Support & Community
Need help, have suggestions or questions?
📩 Email us at [email protected]
💬 Or join our Discord: discord.gg/xcXQNQs for fast and friendly support.
✨ Cut costs, not corners. Optimize your shadows with HSM today! ✨
From the publisher's Asset Store listing.
Technical details
⚙️ How It Works
HSM dynamically adjusts shadow settings for Spot- and Pointlights (only) based on:
- 📍 Distance to the camera
- 👁️ On-screen vs. offscreen visibility
- 📏 Light range
It determines whether shadows should be:
- Rendered in real-time
- Cached (rendered once and reused)
- Completely disabled — all depending on what actually matters for performance and visuals.
You stay in control with easy-to-use distance multiplier sliders for real-time and cached shadows.
HSM also decides in which resolution shadows should be rendered (Shadow LOD System) while they are in realtime mode.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.0.38f1 | Not listed | Not listed | Compatible |
As listed on the Asset Store.