H_RenderObjectsCustomPass (HDRP)
URP Render Objects — Now Properly Available in HDRP
FPS viewmodel rendering in HDRP — done the right way.🔫 H_RenderObjectsCustomPass (HDRP)URP Render Objects — Now Properly Available in HDRPFPS 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 scaleOr have you tried HDRP Custom Passes, only to still get:❌ Ambient Occlusion leaking through your gun❌ Contact shadows leaking through your gunOr worse… using an overlay camera, which we all know is overkill in HDRP.H_RenderObjectsCustomPass has you covered.✅ The SolutionThis 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 sceneKeep FPS weapons at correct scaleMaintain accurate HDRP lightingEliminate AO & Contact Shadow leakageAvoid overlay cameras entirelyAll 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 objectsA Self AO (mimic) solution for foreground objectsUnity does not provide SSAO for custom-pass-only objects, so this asset includes:Depth-based self-occlusionTuned specifically for weapons & attachmentsNot as perfect as full post-process SSAO — but more than decentIncludes Direct Strength control so highlights don’t get crushedResult: clean depth, readable shapes, and accurate lighting.🎯 FPS-Focused FeaturesURP Render Objects–style workflow (for HDRP)Layer Mask + Opaque / Transparent filteringOptional Viewmodel FOV OverrideRuntime FOV control via included manager or direct pass accessTransparent foreground support (scopes, lenses, glass)📍 See for yourself:Download demo here.🛠️ Easy SetupNo complex HDRP gymnastics.✔ Just drag the Custom Pass prefab into your scene✔ Hook up your Field of View✔ You’re good to goDesigned to feel as close as possible to URP’s Render Objects, but fully HDRP-native.Developed and Tested in Unity 6+.🧨 Battle Tested in ProductionUsed in Projekt Z: Beyond OrderBuilt and used alongside professional HDRP tools like HSMThis 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 & CommunityNeed help or have suggestions?📩 Email: assetsupport@hypergamey.studio💬 Discord (fast & friendly support): https://discord.gg/4UB6x2bVge



