H_RenderObjectsCustomPass (HDRP) is an equivalent of URP's Render Objects made for HDRP. Viewmodel rendering in HDRP - done the right way.The URP Render Objects equivalent, done properly in HDRP. FPS viewmodel rendering the right way.Rendering a first-person weapon in HDRP usually forces a compromise. Scale the gun down so it doesn't clip into the environment, and now it's lit inaccurately and throws huge, incorrect shadows, because it's no longer at real scale. Reach for HDRP Custom Passes instead, and ambient occlusion, contact shadows and decals leak straight through the gun. Fall back on an overlay camera, and you're paying for something everyone knows is overkill in HDRP. H_RenderObjectsCustomPass has you covered.──────────────────────────────────────────────────What it doesThis asset is the HDRP equivalent of URP's Render Objects, built using HDRP Custom Passes. It lets you:◆ Render selected layers on top of the scene.◆ Keep FPS weapons at correct scale.◆ Maintain accurate HDRP lighting.◆ Eliminate decal, AO and 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 and contact shadow masking for custom-pass-rendered objects• A Self AO (mimic) solution for foreground objectsUnity does not provide SSAO for custom-pass-only objects, so this asset includes:• Depth-based self-occlusion• Tuned specifically for weapons and attachments• Not as perfect as full post-process SSAO, but more than decent• A Direct Strength control so highlights don't get crushedResult: clean depth, readable shapes, and accurate shadows and lighting.──────────────────────────────────────────────────FPS-Focused Features◆ URP Render Objects–style workflow (for HDRP).◆ Layer Mask + Opaque / Transparent filtering.◆ Viewmodel FOV Override.◆ Runtime FOV control via the included manager or direct pass access.◆ AO, decal and contact shadow masking so they don't leak through objects rendered with the Custom Pass.◆ Depth of Field aware. The gun writes depth to post-processing effects.◆ Transparent foreground support (scopes, lenses, glass).◆ Decals on first-person objects, such as weapon stickers.◆ Writes to the Scene Color node. The custom pass writes the foreground objects into Scene Color.◆ Works with Scene Color–based effects such as distortion, refraction and scope shaders that use it.◆ Works with muzzle FX such as KriptoFX distortion.◆ Works best but not limited to the DAVFX Realistic Muzzle Flashes VFX Graph pack. In partnership with them we've included one simple distortion VFX Graph based on the Scene Color node, to prove the proper functionality. The effects are also visible through Scene Color 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 and attachments, and an 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 yourselfDownload the demo here.──────────────────────────────────────────────────Easy SetupNo complex HDRP gymnastics.1. Just drag the Custom Pass prefab into your scene.2. Hook up your Field of View.3. 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 don't guarantee you won't have to change a few variables.──────────────────────────────────────────────────Battle-Tested in ProductionUsed 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 building 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.──────────────────────────────────────────────────SupportEmail: assetsupport@hworksinteractive.comDiscord: https://dsc.gg/hworksinteractive

