HDRP Ray Tracing

Requires: Unity 6 + HDRP + DXR-capable GPU

AutoConfig provides granular control over HDRP Ray Tracing effects. Instead of a simple ON/OFF, each effect has three quality modes:

RayTracingTier Enum

ValueDescription
OffEffect uses screen-space fallback (SSGI, SSR, SSAO)
PerformanceRay tracing enabled with fewer samples/bounces - suitable for games
QualityMaximum ray tracing fidelity - high GPU cost

Supported Effects

EffectVolume ComponentProperties Set
RT Global IlluminationGlobalIlluminationrayTracing (bool) + mode (enum)
RT ReflectionsScreenSpaceReflectionrayTracing (bool) + mode (enum)
RT Ambient OcclusionAmbientOcclusionrayTracing (bool)
RT ShadowsRayTracingSettingsextendShadowCulling + rayTracingMode
Volumetric FogFogenabled + enableVolumetricFog

How It Works

  1. Add the AC Volume component (Ation Plugins > AutoConfig > AC Volume) to your Volume GameObjects.
  2. Define your tiers in PerformanceSettings with the desired RayTracingTier for each effect.
  3. When a tier is applied, QualityManager uses Reflection to find the HDRP Volume components and set the properties via VolumeParameter<T>.value and .overrideState.

Pipeline Visibility

AutoConfig automatically hides pipeline-specific options:

  • HDRP fields (Ray Tracing, Volumetric Fog, etc.) → visible only when com.unity.render-pipelines.high-definition is installed.
  • URP fields (MSAA, Main Light Shadow) → visible only when com.unity.render-pipelines.universal is installed.
  • This is enforced at compile-time via #if UNITY_HDRP / #if UNITY_URP directives, powered by versionDefines in the Assembly Definitions.