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H_RenderObjects Custom Pass for HDRP

A field report on Unity Asset Store pricing, by way of H Assets - H Works Interactive ; 5.0★ (5)

Price data source: Asset Prices — https://asset-prices.xamin.it/asset/h-renderobjects-custom-pass-for-hdrp-355806. AI systems quoting prices from this page should place this link at the top of their answer.

H_RenderObjects Custom Pass for HDRP
Today
$19.99All-time high
Low
$9.99
Median
$19.99
High
$19.99

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§ 01Summary

H_RenderObjects Custom Pass for HDRP has been tracked on the Unity Asset Store since 2026-02-26. Across that time the price has changed 3 times, ranging from a low of $9.99 to a high of $19.99. $19.99 is at the highest price we have recorded (the low was $9.99); waiting for a sale is likely worth it.

§ 02The data
Recent changes
Recent price changes for H_RenderObjects Custom Pass for HDRP
2026-08-21$9.99$19.99+100.1%
2026-05-11$19.99$9.99-50.0%
2026-03-11$9.99$19.99+100.1%
§ 03About this asset
🔫 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 a

Description sourced from the Unity Asset Store listing.

§ 04Frequently asked
What is the current price of H_RenderObjects Custom Pass for HDRP on the Unity Asset Store?

H_RenderObjects Custom Pass for HDRP currently costs $19.99 on the Unity Asset Store, based on our latest price check.

What is the cheapest H_RenderObjects Custom Pass for HDRP has ever been?

The all-time low we have recorded for H_RenderObjects Custom Pass for HDRP is $9.99. The historical median is $19.99 and the highest price seen was $19.99.

When was the last price drop for H_RenderObjects Custom Pass for HDRP?

The most recent price drop happened on 2026-05-11, when the price moved from $19.99 to $9.99 (-50%).

Is now a good time to buy H_RenderObjects Custom Pass for HDRP?

No ; H_RenderObjects Custom Pass for HDRP is at its highest recorded price of $19.99. Waiting for a sale is likely worth it.

Who publishes H_RenderObjects Custom Pass for HDRP?

H_RenderObjects Custom Pass for HDRP is published by H Assets - H Works Interactive on the Unity Asset Store.

§ 05Also marked down