H_RenderObjects Custom Pass for HDRP OFFICIAL SALE

🔫 H_RenderObjectsCustomPass (HDRP)


URP Render Objects — Now Properly Available in HDRP

FPS viewmodel rendering in HDRP — done the right way.


Aren’t you tired of having to scale the weapon down in your first person shooter so it doesn’t clip into the environment — and then living with:


Huge, incorrect shadows


Inaccurate lighting because the gun is no longer at real scale


Or have you tried HDRP Custom Passes, only to still get:


❌ Ambient Occlusion leaking through your gun


❌ Contact shadows leaking through your gun


Or worse… using an overlay camera, which we all know is overkill in HDRP.

H_RenderObjectsCustomPass has you covered.



The Solution


This asset is the HDRP equivalent of URP’s Render Objects, built using HDRP Custom Passes.

It allows you to:

  • Render selected layers on top of the scene
  • Keep FPS weapons at correct scale
  • Maintain accurate HDRP lighting
  • Eliminate AO & Contact Shadow leakage
  • Avoid overlay cameras entirely

All with an HDRP-native, production-ready workflow.



🌑 AO Control + Self AO (Mimic)


One of the biggest HDRP FPS problems is environment AO bleeding onto foreground objects.

H_RenderObjectsCustomPass solves this by providing:

  • AO & Contact Shadow masking for custom-pass-rendered objects
  • A Self AO (mimic) solution for foreground objects

Unity does not provide SSAO for custom-pass-only objects, so this asset includes:

  • Depth-based self-occlusion
  • Tuned specifically for weapons & attachments
  • Not as perfect as full post-process SSAO — but more than decent
  • Includes Direct Strength control so highlights don’t get crushed

Result: clean depth, readable shapes, and accurate lighting.



🎯 FPS-Focused Features


  • URP Render Objects–style workflow (for HDRP)
  • Layer Mask + Opaque / Transparent filtering
  • Optional Viewmodel FOV Override
  • Runtime FOV control via included manager or direct pass access
  • Transparent foreground support (scopes, lenses, glass)


📍 See for yourself:


Download demo here.



🛠️ Easy Setup

No complex HDRP gymnastics.


✔ Just drag the Custom Pass prefab into your scene


✔ Hook up your Field of View


✔ You’re good to go


Designed to feel as close as possible to URP’s Render Objects, but fully HDRP-native.


Developed and Tested in Unity 6+.



🧨 Battle Tested in Production


Used in Projekt Z: Beyond Order


Built and used alongside professional HDRP tools like HSM


This is shipping code, not a tech demo. 


Save yourself the trouble of creating your own, fighting HDRP edge cases, and endless wall hitting.
H_RenderObjectsCustomPass is battle-tested in production, works flawlessly with upscalers (DLSS/FSR/STP), does not conflict with post-processing, and integrates cleanly into existing HDRP pipelines. Just drag, configure, and ship.


💬 Support & Community


Need help or have suggestions?

📩 Email: assetsupport@hypergamey.studio

💬 Discord (fast & friendly support): https://discord.gg/4UB6x2bVge