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
| Value | Description |
|---|---|
Off | Effect uses screen-space fallback (SSGI, SSR, SSAO) |
Performance | Ray tracing enabled with fewer samples/bounces - suitable for games |
Quality | Maximum ray tracing fidelity - high GPU cost |
Supported Effects
| Effect | Volume Component | Properties Set |
|---|---|---|
| RT Global Illumination | GlobalIllumination | rayTracing (bool) + mode (enum) |
| RT Reflections | ScreenSpaceReflection | rayTracing (bool) + mode (enum) |
| RT Ambient Occlusion | AmbientOcclusion | rayTracing (bool) |
| RT Shadows | RayTracingSettings | extendShadowCulling + rayTracingMode |
| Volumetric Fog | Fog | enabled + enableVolumetricFog |
How It Works
- Add the AC Volume component (
Ation Plugins > AutoConfig > AC Volume) to your Volume GameObjects. - Define your tiers in
PerformanceSettingswith the desiredRayTracingTierfor each effect. - When a tier is applied,
QualityManageruses Reflection to find the HDRP Volume components and set the properties viaVolumeParameter<T>.valueand.overrideState.
Pipeline Visibility
AutoConfig automatically hides pipeline-specific options:
- HDRP fields (Ray Tracing, Volumetric Fog, etc.) → visible only when
com.unity.render-pipelines.high-definitionis installed. - URP fields (MSAA, Main Light Shadow) → visible only when
com.unity.render-pipelines.universalis installed. - This is enforced at compile-time via
#if UNITY_HDRP/#if UNITY_URPdirectives, powered byversionDefinesin the Assembly Definitions.
