> For the complete documentation index, see [llms.txt](https://finite-machine-studio.gitbook.io/vatmachine-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://finite-machine-studio.gitbook.io/vatmachine-documentation/vat-material/hdrp-vat-material.md).

# HDRP VAT Material

<figure><img src="/files/n5c6R3Yy4Lyf29S0yggy" alt=""><figcaption><p>A demo material using HDRP VAT Playback Shader</p></figcaption></figure>

### Surface Inputs

The HDRP VAT playback material supports common HDRP-style material inputs.

These include:

* Base Map
* Base Color
* Mask Map
* Metallic
* Smoothness
* Normal Map
* Normal Scale
* Emission Map
* Emission Color

When VATMachine generates materials, it tries to copy these values from the original source material.

### Render Passes

VATMachine materials include render pass options.

#### Shadow Caster

Allows the animated VAT mesh to cast shadows.

Keep this enabled if the character should cast shadows.

#### Sample VAT Normals

This option affects shadow bias.

Enable it if shadows look incorrect because of animated deformation.

Leave it disabled if you want slightly cheaper shadow rendering.

#### Depth Normals Quality

Controls how much normal information is used in the Depth Normals pass.

Higher quality can look better, but costs more.

Use the lowest setting that looks correct for your project.

### Creating a HDRP VAT Material Manually

Usually, you should use the material generated by the VAT Baker.

If needed, you can create one manually:

1. Create a new Material.
2. Assign this shader:

`VAT Machine/HDRP/VAT Playback`

3. Assign your normal surface textures, such as Base Map and Normal Map.
4. Enable GPU Instancing if needed.
5. Assign the material to the renderer.
6. Make sure the renderer is controlled by a VATAnimator.


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