H_RenderObjects Custom Pass for HDRP

🔫 H_RenderObjectsCustomPass (HDRP)


URP Render Objects Equivalent - 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:


Inaccurate lighting


Huge, incorrect shadows 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


❌ Decals 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 Decal, AO & Contact Shadow leakage
  • Avoid overlay cameras entirely
  • Render Decals on your first person objects as well such as weapon stickers.

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



🌑 AO Control + Self AO (Mimic)


One of the biggest HDRP FPS Custom Pass problems is environment AO, Decals and Contact SHadows bleeding onto foreground objects.

H_RenderObjectsCustomPass solves this by providing:

  • Decal, 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 shadows & lighting.



🎯 FPS-Focused Features


  • URP Render Objects–style workflow (for HDRP)
  • Layer Mask + Opaque / Transparent filtering
  • Viewmodel FOV Override
  • Runtime FOV control via included manager or direct pass access
  • Masking AO, Decals and Contact Shadows to not leak through the objects rendered with the Custom Pass
  • Works with Depth of Field, gun writes depth to post processing effects.
  • Transparent foreground support (scopes, lenses, glass)
  • A way to render decals on the first person objects as well, such as weapon stickers.
  • The custom pass is able to write the foreground objects in Scene Color node
  • Works with scene color based effects such as distortion, refraction, scope shaders that use it.
  • Works with muzzle FX such as KriptoFX distortion.
  • Works best but not limited to DAVFX Realistic Muzzle Flashes VFX graph pack, in partnership with them we've included one simple distortion VFX graph based on scenecolor node, to prove the proper functionality. The effects are also visible through SceneColor node based meshes.

⚠️ Limitations ⚠️


Particle Lights
Particle lights will not render properly. This appears to be a Unity limitation, as it also occurs when using the standard Draw Renderers pass in HDRP.
If the main camera does not include the first-person layer, any light emitted by a particle system on that layer will not illuminate objects on that layer.

Because of this, if you require a muzzle flash light, it is recommended to use a standard Light component instead. Simply place a Light at the tip of the barrel and enable it via script when firing.


SSAO (Screen Space Ambient Occlusion)
Unity’s built-in SSAO does not apply to objects rendered through Custom Passes, meaning first-person assets (weapons, attachments, etc.) will not receive proper SSAO from Unity’s post-processing. This is a Unity limitation, as it also occurs when using the standard Draw Renderers pass in HDRP.

To compensate, this asset provides a simulated SSAO solution, including:

  • Depth-based self-occlusion
  • Tuning for first-person weapons & attachments
  • Adjustable Direct Strength to avoid overly dark shading

This is not as accurate as Unity’s native SSAO, but provides a solid and visually convincing approximation.


SSR (Screen Space Reflections)
Screen Space Reflections are not supported for objects rendered only through this custom pass. This is a Unity limitation, as it also occurs when using the standard Draw Renderers pass in HDRP. HDRP evaluates SSR earlier in the rendering pipeline, before the foreground custom-pass pass.

As a result, first-person objects can still be correctly masked against some screen-space effects, but they do not participate in HDRP’s native SSR. In practice, weapons or hands will not receive full SSR (including self-reflections), even if their materials support it when rendered normally.



📍 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+. Should work in earlier versions too but we do not guarantee you won't have to change a few variables.



🧨 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