H_RenderObjectsCustomPass (HDRP) is an equivalent of URP's Render Objects made for HDRP. Viewmodel rendering in HDRP - done the right way.🔫 H_RenderObjectsCustomPass (HDRP)URP Render Objects Equivalent - 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:❌ Inaccurate lighting❌ Huge, incorrect shadows 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 gun❌ Decals 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 Decal, AO & Contact Shadow leakageAvoid overlay cameras entirelyRender 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 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 shadows & lighting.🎯 FPS-Focused FeaturesURP Render Objects–style workflow (for HDRP)Layer Mask + Opaque / Transparent filteringViewmodel FOV OverrideRuntime FOV control via included manager or direct pass accessMasking AO, Decals and Contact Shadows to not leak through the objects rendered with the Custom PassWorks 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 nodeWorks 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 LightsParticle 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-occlusionTuning for first-person weapons & attachmentsAdjustable Direct Strength to avoid overly dark shadingThis 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 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+. Should work in earlier versions too but we do not guarantee you won't have to change a few variables.🧨 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




