When the first person arms and items are drawn to the screen they are drawn using a second camera (called camera stacking). This prevents the objects from clipping with walls that are in front of the character. This works well for the standard pipeline, but the high definition render pipeline offers a better and more efficient solution.

The camera’s Renderer can be changed which allows you to specify the order that the objects are rendered. The Ultimate Character Controller uses this method to ensure the first person arms and items do not clip with other objects.

Integration Downloads

Ultimate Character Controller
First Person Controller
UFPS: Ultimate First Person Shooter
UFPM: Ultimate First Person Melee


  1. Setup your project to use the high definition render pipeline.
  2. Import the HDRP integration package from above. The HDRP integration requires Unity 2020.2 and HDRP version 10 or later.
  3. Drag the “Overlay Pass” prefab from the HDRP integration package into your scene.
  4. On the Camera Controller select the First Person View Type and change the Overlay Render Type to Render Pipeline:
  5. To prevent duplicate shadows ensure Cast Shadows is set to Off for all of the Renderers on the first person objects. For example, with the example character you’ll want to ensure Cast Shadows is set to Off for all of the objects underneath the Nolan/First Person Objects GameObject.
  6. The InvisibleShadowCastorHDRP material needs to be set:
    • If using the Ultimate Character Controller, on your character’s Perspective Monitor the Invisible Material should be set to the InvisibleShadowCastorHDRP material included in the download.
    • If using a dedicated first person asset, the InvisibleShadowCastorHDRP material should manually be set on all of the third person objects that should be invisible (such as the head, arms, and items).
  7. If you are using the Object Fader component set the Color Property Name to “_BaseColor”.
  8. On the Surface Manager the Main Texture Property Name should be set to the name of the main texture within the shader that you are using.