🔫 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:
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:
Unity does not provide SSAO for custom-pass-only objects, so this asset includes:
Result: clean depth, readable shapes, and accurate shadows & lighting.
🎯 FPS-Focused Features
⚠️ 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:
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