Classify the request, inspect the current project state, choose the correct migration path, and validate the Built-in to URP migration outcome carefully.
Mandatory Execution Reference
For any actual migration or repair pass, read references/implementation-patterns.md before the first eval call that edits project settings, materials, post-processing, lighting, probes, or scenes. This is mandatory even for short prompts such as "migrate this project to URP" when rollback safety is already confirmed.
If that resource cannot be loaded, use the embedded rules in this SKILL.md and lower your confidence: do not claim PPv2 conversion, lighting/probe refresh, or migration completion from intent or tool logs alone.
Critical Default
For simple requests like "migrate this Built-in project to URP" or "move this project to URP", start or resume the safe migration workflow rather than jumping straight to conversion.
A generic upgrade prompt must not require the user to mention every migration risk. Inspect and handle common Built-in dependencies such as PPv2, baked lighting/lightmaps, reflection probes, particle/fog/smoke materials, Quality levels, camera post-processing, and representative scene validation.
Default result is phase-based:
- Detect whether the project is Built-in, partially migrated, already URP, or HDRP.
- Classify the request as standard 3D URP, URP 2D, selected-material conversion, planning-only, or troubleshooting.
- Inspect migration risks before recommending changes: opaque materials, particle/VFX materials, custom shaders, post-processing, camera effects, baked lighting/lightmaps/reflection probes, Quality levels, and representative scenes.
- Stop before any pipeline-mutating work until the user confirms a rollback point such as a branch, backup, archive, or disposable copy. Pipeline-mutating work includes installing URP, assigning a URP asset in Graphics/Quality settings, running converters, and editing materials or scenes.
- Choose the next migration phase, execute that phase, save/re-query its outputs, and report its phase status.
- Treat custom shaders,
GrabPass, Surface Shaders,OnRenderImage, replacement shaders, and package-owned shaders as scoped follow-up work, not automatic converter work. - Validate representative scenes, Console output, camera rendering, lighting/baked GI state, materials, post-processing persistence, and quality-level assignments before declaring full migration success.
Default phases:
- Phase 0: Inspect and plan. Detect pipeline state, representative scenes, rollback safety, PPv2, material/shader risks, Quality levels, lighting/lightmap/probe state, and custom render code.
- Phase 1: URP setup and supported material conversion. Install/reuse URP, create/assign URP assets in Graphics/Quality, convert supported opaque and particle/effect materials, and verify no supported materials remain on Built-in shaders.
- Phase 2: Post-processing and camera migration. Create persistent URP Volume profiles, wire scene Volumes/camera post-processing, disable legacy PPv2 for URP validation, and classify unsupported PPv2 effects such as SSR.
- Phase 3: Lighting, lightmaps, and reflection probes. Resolve stale Built-in lighting state, configure URP lighting/probe settings, rebake/refresh when feasible, or clearly mark lighting/probes partial.
- Phase 4: Final validation and report. Save/reload/re-query project state, capture representative scenes, check Console, and report complete/incomplete/manual items.
One turn may complete multiple phases if the project is small and Unity remains stable, but do not force all phases into one response. Prefer an honest phase boundary over an over-claimed "complete" result.
Ask configuration questions only when the project state or user intent leaves a real decision unresolved. If the user says "do not modify files", stay in audit/planning mode and do not perform conversion or asset edits.
Generic Upgrade Contract
When the user gives a generic migration request and permits changes, drive the next phase from the project state:
- Do not ask the user to enumerate known Built-in features before inspection. Discover them.
- If PPv2, baked lighting, reflection probes, particle/fog/smoke materials, or multiple Quality levels exist, include them in the migration automatically.
- Prefer phase completion over all-in-one completion. Each phase should save/re-query its own outputs and end with
Phase complete,Phase partial, orBlocked. - If Unity compilation, package installation, domain reload, or a long lighting bake interrupts the pass, report the interruption as a phase boundary and resume from saved partial state in the next turn rather than starting over.
- Do not rely on the user writing a detailed checklist prompt to get correct behavior. The detailed checklist is for benchmarking or stress testing; normal user prompts should still trigger this phased contract.
- A generic migration request gives permission to inspect and plan, but it does not prove rollback safety. If no rollback point is confirmed, stop before package install or URP assignment and ask for confirmation. Do not leave the project in a magenta partial state just to reach the backup question.
- If rollback safety is already confirmed or the user says the project is a disposable copy, continue within the current phase without asking again for routine work.
- At the end of a phase, give a concise next-phase prompt or say what phase should run next. Ask for confirmation before the next phase only when it introduces a new costly or risky operation, such as a long lighting bake, deletion/cleanup of legacy assets, or a custom shader rewrite.
- If rollback safety was confirmed and ordinary work inside the active phase remains incomplete, do not ask "would you like me to continue?" Continue repairing that phase until its gate passes, a tool/domain-reload boundary interrupts execution, or a genuinely new risky decision appears.
Generic Migration Success Gate
Before saying a generic migration is "successful", "complete", or "fully migrated", verify saved project state, not just tool logs:
- Graphics settings and every relevant Quality level point to the intended URP asset.
- The URP asset has a valid default renderer in saved state, and current Console output does not contain unresolved render-pipeline errors such as "Default Renderer is missing". If a renderer error appears after assignment, re-query the saved renderer list/default index, clear stale Console output when possible, trigger a fresh scene/camera validation, and continue repair instead of stopping at "URP setup complete".
- Supported Built-in materials, including particle/fog/smoke materials, have URP-compatible shaders or are explicitly listed as unresolved custom/package shader cases. Textured/colorized source materials must preserve their source maps/colors; a URP shader assignment with missing
_BaseMapor all-white_BaseColoris incomplete if the source_MainTexor_Colorhad content. Particle, fog, smoke, steam, decal, VFX, additive, and transparent effect materials should not be blindly forced toUniversal Render Pipeline/Lit; prefer URP particle/effect shaders such asUniversal Render Pipeline/Particles/Unlitwhen appropriate. - If the source scene used PPv2, a saved URP
VolumeProfileexists with persistent non-null override components, the representative scene references it through a URPVolume, and legacy PPv2 is disabled for URP visual validation. A saved profile withcomponents: [],{fileID: 0}component refs, or a scene that still only references the oldPostProcessProfileis incomplete. - If the representative scene uses baked/mixed lighting, an Enlighten/realtime-GI Lighting Settings asset, a Lighting Data asset, lightmaps, light probes, or reflection probes, do not leave routine lighting/probe repair as manual follow-up during a generic full migration. Attempt URP-compatible Lighting Settings assignment, clear/rebake or resume a bake when needed, refresh reflection probes when feasible, then save/reload and verify the scene references the intended lighting state. Creating a
.lightingasset and callingLightmapping.lightingSettings = targetplusAssetDatabase.SaveAssets()is not enough; mark/save the scene, reload/re-query, and compare the saved scenem_LightingSettingsreference or asset GUID. If a long bake or tool interruption prevents this, call the migration partial and resume from that phase. - A representative scene has been opened or selected deliberately before migration validation; do not infer baked-lighting or PPv2 absence from a default/test scene. The scene has been captured or inspected after saving/reloading, and Console output has been checked for render-pipeline, shader, or renderer-feature errors.
- Final wording must match the gate result. Use "complete" only when every gate passes. Use "partial" when URP is set up but PPv2 Volume persistence, legacy PPv2 disablement, lighting bake/probe refresh, or saved-state validation remains. Do not start the final response with "successfully migrated" if any required gate is partial.
Complete-report checklist:
- If the old PPv2 profile contains active
DepthOfField, the new URP profile must contain a savedDepthOfFieldoverride or the final report must call it omitted/manual. - If the old PPv2 profile contains active
AmbientOcclusion, configure a URP SSAO renderer feature when feasible, or mark AO as manual/partial. - If the old PPv2 profile contains active
ScreenSpaceReflections, list SSR as unsupported/manual unless a URP renderer-feature/custom replacement was actually added and validated. - If the scene still serializes the old Lighting Settings GUID or a non-zero old
m_LightingDataAsset, lighting is partial. - If the scene has reflection probes and the URP asset still serializes
m_ReflectionProbeBlending: 0orm_ReflectionProbeBoxProjection: 0, reflections are partial unless intentionally disabled and reported. - If any checklist item is false, do not use "complete", "fully migrated", or "fully functional on URP" in the final answer.
Unsupported features can remain manual, but name them precisely. Examples include PPv2 Screen Space Reflections needing a URP renderer-feature/custom/third-party replacement, complex custom shader ports, GrabPass, replacement shaders, or package-owned rendering code. If any success-gate item fails, continue repairing when allowed or report a partial migration with incomplete items; do not present the project as fully migrated.
Regression guard summary:
- Use the detailed Execution Regression Checklist for actual migration or repair work.
- Verify saved scene references before status claims: URP Volume/profile, Quality assignments, Lighting Settings/Data, URP asset/renderer, and reflection-probe settings.
- Preserve material source data from a pre-conversion snapshot, then restore
_BaseMap,_BaseColor, texture scale/offsets, and relevant maps after shader changes. - Validate representative visuals for PPv2, foliage, particles/effects, baked lighting, probes, and exposure before final wording.
- Report exact phase status.
Phase completeis allowed for a passed phase; project-levelcompleteis allowed only when every success gate passes.
Execution path: running C# in the Editor
Every C# step in this skill runs inside a live Editor through the Unity CLI. The unity-cli
skill owns getting you there — installing the CLI, confirming a connected Editor, adding the
project's com.unity.pipeline package, telling a genuinely absent Editor apart from one stuck in
Safe Mode, and discovering the Editor's command catalog. Follow it first; don't re-derive any of
it here.
Two things it can't know for you:
You need
evalin particular, not just a reachable Editor. Confirm it appears in the catalog. Its presence depends on the Pipeline package version, not on the CLI, so a healthy install can still lack it — if it's missing, say so and stop.On an Editor older than 6000.3, expect the Pipeline package not to work at all, and read the symptom correctly rather than retrying.
com.unity.pipelineusesIPreprocessBuildWithContextandBuildCallbackContext, which Unity introduced in 6000.3; the package's own manifest declares"unity": "6000.0", so it installs happily and then fails to compile. Measured: present in 6000.3 / 6000.4 / 6000.5, absent in 6000.0 / 6000.1 / 6000.2 and in the 2022 and 2023 lines. The symptom is misleading — the server never starts,unity statusshows no row and no error, and the real cause isCS0246on those two types in the Editor log. If you see that, tell the user the Editor is too old for the Pipeline package rather than debugging the CLI.This matters here more than in most skills: someone migrating a project off the Built-in pipeline is, by definition, often on an older Editor.
A render-pipeline migration is not safely authorable blind. Assigning a URP asset, converting materials, and rebaking lighting all need a live Editor. An unreachable Editor is a stop, not a cue to hand-edit
ProjectSettings/GraphicsSettings.asset.
Run C# with unity command eval --code '<snippet>'. unity command defaults to a 30 second
timeout, which matters here: installing URP triggers a package refresh and domain reload that will
outlast it. Treat that as a phase boundary rather than raising the timeout.
Passing C# to eval
eval compiles a statement block, not a file. Three consequences, all of which cause a compile
error rather than a warning:
- No
usingdirectives. The compiler readsusing UnityEngine;as a resource-disposal statement and rejects it (CS0210). - Types must be fully qualified. A bare
GraphicsSettingsorVolumedoes not resolve (CS0246/CS0103), and a bareObjectis ambiguous withobject(CS0104). - Extension methods are unavailable, because they resolve through
using. Two that this skill would otherwise reach for:camera.GetUniversalAdditionalCameraData()becomescamera.GetComponent<UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>(), and LINQ calls must be written statically —System.Linq.Enumerable.FirstOrDefault(sequence, predicate)rather thansequence.FirstOrDefault(predicate).
Two execution modes — pick by the snippet's shape
The references carry both shapes, and they are not interchangeable:
- Statement-shaped (a bare sequence of statements, like the detection snippets above) — pass
straight to
eval, fully qualified, with nousinglines. - Class- or method-shaped (anything declaring a
class, astaticmethod, or a[MenuItem], such as the material-snapshot pattern) — these are project files, notevalinput. A class declaration cannot be flattened into a statement block. Save the snippet underAssets/Editor/, let Unity compile it, then invoke its entry point through a one-lineevalcall. Keep theusingdirectives in that file; they are correct there.
For a multi-step migration the script route is the more reliable one anyway: it survives the domain
reloads that URP installation and material conversion trigger, whereas a long eval payload does
not.
Detecting the active render pipeline
var rp = UnityEngine.Rendering.GraphicsSettings.defaultRenderPipeline;
var qrp = UnityEngine.QualitySettings.renderPipeline;
return $"graphics={(rp == null ? "NULL (Built-in)" : rp.GetType().Name + ":" + rp.name)}, "
+ $"activeQualityLevel={(qrp == null ? "inherits Graphics" : qrp.GetType().Name + ":" + qrp.name)}";
A UniversalRenderPipelineAsset means URP; HDRenderPipelineAsset means HDRP; NULL on both
means Built-in. Check the per-quality-level assignment too — a project can be switched in
Graphics settings while a Quality level still points at a different asset, or at none:
var names = UnityEngine.QualitySettings.names;
var rows = new System.Collections.Generic.List<string>();
for (int i = 0; i < names.Length; i++)
{
var a = UnityEngine.QualitySettings.GetRenderPipelineAssetAt(i);
rows.Add($"{i}:{names[i]}={(a == null ? "inherits Graphics" : a.name)}");
}
return string.Join(", ", rows);
If GetRenderPipelineAssetAt is unavailable in the project's Unity version, read
ProjectSettings/QualitySettings.asset instead rather than switching levels at runtime —
SetQualityLevel mutates project state.
0. Pre-Flight: Pipeline Detection and Reference Loading
Before doing anything else, you must determine the active render pipeline and migration mode:
- Detect Pipeline: Run the render-pipeline detection snippet from the execution-path section above.
- If
currentRenderPipelineordefaultRenderPipelineAssetreferences aUniversalRenderPipelineAsset-> URP. - If no render pipeline asset is assigned -> Built-in.
- If it references an
HDRenderPipelineAsset-> HDRP. Explain that this skill only covers Built-in to URP migration. Basic comparison advice is fine, but do not drive an HDRP migration with this skill.
- If
- Load Base Reference: Read references/migration-workflow.md.
- Load Shader References When Relevant: If the request mentions materials, shaders, magenta materials, rendering errors, image effects, or custom rendering, also read:
- references/custom-shader-triage.md
- references/complex-shader-situations.md when inspection or project-file search finds advanced shader/effect patterns
- Load Quality Reference When Relevant: If the request mentions shadows, lighting, baked lighting, lightmaps, reflection probes, quality settings, visual mismatch, or performance after migration, also read references/quality-settings-map.md.
- Load Implementation Patterns When Executing: If the request permits actual migration changes, post-processing conversion, baked-lighting/probe repair, or resume from a partial migration, also read references/implementation-patterns.md.
- Classify the Request as one of:
- Full-project Built-in to URP migration
- Built-in 2D to URP 2D migration
- Selected material-only conversion
- Planning / explanation only
- Troubleshooting after a previous migration
- If the project is already on URP, switch to troubleshooting mode instead of re-running setup blindly.
- Proceed only after the pipeline and migration path are clear.
1. Assess Current Migration State
Before making any changes, inspect what already exists:
- Inspect pipeline state and assignment points:
- Run both render-pipeline detection snippets from the execution-path section above — the Graphics-settings one and the per-quality-level one.
- If the project has Quality levels, inspect which Render Pipeline Asset each level uses before assuming the project is fully switched.
- Inventory migration surfaces: Use
evalwithUnityEditor.AssetDatabase.FindAssetsor equivalent asset queries to inventory:- materials, including particle/VFX materials that often use built-in particle shaders
- vegetation materials, including grass, tree, terrain-detail, SpeedTree, billboard, leaf-card, cutout, and wind-driven foliage materials
- shaders
- scenes and important prefabs
- URP assets and renderer assets, if any
- post-processing profiles / volume profiles
- Lighting Settings assets, Lighting Data assets, lightmaps, light probes, reflection probes, and mixed/baked lights
- Scan for rendering risk markers: Use available project-file search,
AssetDatabase.FindAssets, or a shortevalfile scan to search the project for rendering-specific patterns such as:PostProcessLayer,PostProcessVolume,UnityEngine.Rendering.PostProcessingOnRenderImage(,RenderWithShader,SetReplacementShader#pragma surface,GrabPass,CGPROGRAMCommandBuffer, custom shader include paths, or package shader namespaces- vegetation markers such as
Nature/,SpeedTree,TreeCreator,Grass,Foliage,_Cutoff,_AlphaClip,_Cull, billboard, or wind keywords
- If PPv2 is installed but grep finds nothing, inspect open scenes and profile assets through Unity APIs by component/type. Scene YAML and serialized package references can be missed by text search.
- Determine project shape: Decide whether the project is primarily 3D, primarily 2D, or mixed.
- Report Findings: Summarize the current state before proposing conversion. Example:
- "The project is still on Built-in, has no URP asset assigned, contains PPv2 references, and includes several custom shaders using surface-shader syntax."
2. Gather Requirements
Determine what the user actually wants. If the request is ambiguous, ask.
Use these defaults for common requests:
| User says | Default interpretation |
|---|---|
| "Upgrade this project to URP" | Full-project migration |
| "Move this 2D project to URP" | Built-in 2D to URP 2D migration |
| "Convert these materials" | Targeted material conversion |
| "My materials turned pink" | Post-migration shader/material troubleshooting |
| "Lighting looks wrong after URP" | Quality and visual parity troubleshooting |
| "Do not change anything yet" | Planning / audit only |
Information to Gather
- Scope: full project, selected materials, or troubleshooting only
- Target renderer: standard URP or URP 2D
- Validation targets: which scenes, prefabs, or cameras matter most to the user
- Risk tolerance: whether limited manual follow-up is acceptable
- Rendering dependencies: custom shaders, Asset Store shaders, PPv2, baked lighting/lightmaps/probes, image effects, command buffers, replacement shaders, or multiple Quality levels
- Execution permission: planning only vs actual project changes
3. Safety Gate
Before any pipeline-mutating step:
- Confirm rollback safety.
- NEVER install URP, assign a URP asset, run the Render Pipeline Converter, edit materials, or edit migration scene state before the user confirms a backup, branch, archive, disposable copy, or rollback point.
- If rollback safety is missing, do not partially switch the project to URP. Stop in planning mode and ask for the rollback confirmation first.
- Separate engine-upgrade risk from pipeline-upgrade risk.
- If the project is also moving to a new Unity version, recommend doing the engine upgrade first and the pipeline migration second. Do not treat both as a single blind operation.
- If rollback safety is confirmed, treat it as covering the whole migration pass. Do not ask again before each converter; proceed through setup, material conversion, PPv2 migration, lighting/probe work, save/reload verification, and final reporting unless a new risky decision appears.
- If the user already authorized a full disposable migration, do not ask for permission to continue after routine setup or recoverable errors. Continue with the next incomplete migration phase. Ask only when a new destructive cleanup decision appears, a package/domain reload stops execution, or repeated repair attempts hit the validation iteration limit.
- If the project is already partially migrated, identify whether rollback safety was previously confirmed. If yes, resume from the first incomplete item. If no, report the partial state and ask before making additional changes.
4. Choose the Migration Path
Use the correct path for the project:
Path A: Standard 3D Built-in to URP
- Use this for normal 3D Built-in projects moving to standard URP.
Path B: Built-in 2D to URP 2D
- Use this when the project is primarily 2D and the user expects URP 2D lighting or renderer behavior.
- Do not treat this as the same workflow as standard URP.
Path C: Targeted Material-Only Conversion
- Use this only when the project is already on URP and the user wants selected materials converted.
Path D: Troubleshooting an Existing Migration
- Use this when the project is already on URP or the migration has already been attempted.
- Prioritize the highest-impact breakages instead of re-running the entire migration blindly.
5. URP Setup Workflow
Follow this exact setup order:
- Ensure URP is installed.
- Installing URP can trigger package refresh, compilation, and domain reload. Treat this as a phase boundary.
- Do not spin-wait indefinitely inside an
evalcall onUnityEditor.PackageManager.Client.Add. Request installation, then verify throughPackages/manifest.json, package listing, or the presence of URP types/assets after Unity finishes refreshing. - If the package install causes the
evalcall to time out or return nothing, resume in a fresh turn after Unity finishes compiling. Do not restart the whole migration or reinstall URP; inspect the partial state and continue from there.
- Create the required URP asset and renderer asset if they do not already exist.
- Assign the URP asset in Graphics settings and in all relevant Quality levels.
- For 2D projects, create and assign the correct 2D Renderer asset before conversion.
- If a URP asset already exists, inspect and reuse it when appropriate instead of creating duplicates automatically.
- Do not continue until URP is actually the active render pipeline for the target configuration.
6. Conversion Workflow
For actual conversion work, follow references/migration-workflow.md.
Choose the correct Render Pipeline Converter path:
Built-in Render Pipeline to URPBuilt-in Render Pipeline 2D to URP 2D
Initialize converters and inspect the candidate changes before converting.
For standard Built-in to URP migration, prefer the applicable converters described in the reference:
Rendering SettingsMaterial UpgradeAnimation Clip ConverterRead-only Material ConverterPost-processing Stack v2 Converter
For selected-material conversion, use the targeted material conversion workflow instead of converting the whole project.
Review warnings and failures before converting.
Run the conversion only after the user confirms the project is safe to change.
Verify which shader each material actually landed on — do not assume the converter chose the 3D target.
MaterialUpgrader.FetchAllUpgradersForPipelinereturns the 2D provider set alongside the 3D one, and both claimStandardat equal priority, so on a 3D project a plainStandardmaterial can silently convert toUniversal Render Pipeline/2D/Mesh2D-Lit-Defaultinstead ofUniversal Render Pipeline/Lit. Nothing errors and the material does not go magenta, so this is invisible unless you read the shader name back — measured on 6000.5.8f1.Read every converted material's
shader.nameafterwards and confirm it matches the intended target from the mapping table. If any landed on a2D/shader in a 3D project, restore those materials from the rollback point and convert them with a 3D-filtered upgrader list, or with the manual pattern in references/implementation-patterns.md.After conversion, verify the saved project state.
- Re-open or re-query representative assets instead of trusting command output alone.
- Save both assets and open scenes after scene-level edits. Changes to scene components, camera data, active lighting settings, reflection probes, and PPv2 enable states are not proven by
AssetDatabase.SaveAssets()alone. - Confirm the URP asset is assigned in Graphics and intended Quality levels.
- For Quality levels, validate by re-querying
QualitySettings.GetRenderPipelineAssetAt(i)or by reading the savedcustomRenderPipelineentries inProjectSettings/QualitySettings.asset. If they remain{fileID: 0}, the Quality levels are not explicitly assigned. - Do not call a guessed quality API such as
QualitySettings.SetRenderPipelineAssetAt; in Unity versions where that API is unavailable, switch to each target level withQualitySettings.SetQualityLevel(index), setQualitySettings.renderPipeline = urpAsset, then restore the original level and verify the savedcustomRenderPipelinevalues. - Confirm converted materials actually reference URP shaders.
- Confirm representative materials that had source albedo textures now have non-null
_BaseMapvalues. This check must compare against a pre-conversion material snapshot; do not use post-conversion_MainTexas the source of truth. - Confirm particle/VFX materials no longer reference Built-in particle shader IDs or legacy shader names; use URP particle shaders such as
Universal Render Pipeline/Particles/Unlitwhere appropriate. If material names or paths includeParticle,Fog,Smoke,Steam,VFX,Additive, or similar effect terms, preserve transparent/additive behavior rather than defaulting them to URP Lit. - Confirm vegetation materials preserve cutout/alpha clipping, render face intent, textures, tint, normals, and expected wind/billboard behavior. If grass/tree cards become solid or static because their specialized shader behavior was lost, material conversion is partial.
- If PPv2 conversion was attempted, confirm saved URP Volume profiles contain persistent non-null
componentsentries and the scene/camera wiring uses URP-compatible components. - If baked lighting exists, preserve the old Lighting Data and lightmaps as reference data, then verify whether they still produce acceptable URP visuals. If a new Lighting Settings asset is created, verify the saved scene actually references it after saving/reloading; the asset existing on disk is not enough. In an actual generic migration, attempt rebaking/refreshing when stale baked data or reflection probes affect parity; if that cannot finish in the current turn, report the migration as partial and resume from the lighting/probe phase later.
- Do not claim "refreshed reflection probes" from intent. Verify new or updated probe outputs, changed saved reflection-probe assets, or successful probe-render tool output. If the existing EXR files remain unchanged, say probes were preserved as reference or still need refresh.
- If any verification fails, report the item as incomplete/manual follow-up, not as migrated.
7. Shader and Material Triage
When materials are magenta, shaders fail to compile, or visuals drift heavily, use references/custom-shader-triage.md first.
- Identify affected materials and shaders.
- Inspect the exact material shader assignments, not just scene symptoms.
- Read Console and Inspector errors before editing shader code.
- Classify the shader case:
- supported Built-in shaders that the converter should handle
- simple custom shaders that might be ported safely
- complex custom shaders that need a scoped migration plan
- foliage/vegetation shaders that require cutout, two-sided leaves, billboards, terrain detail rendering, or wind behavior
- package-owned or Asset Store shaders that may require maintainer documentation, scoped custom porting, or manual follow-up
- For complex shader situations, use references/complex-shader-situations.md.
- Prefer the smallest safe fix.
- Restore rendering on representative materials first.
- Validate the result before scaling the fix to more assets.
- Never bulk search-and-replace shader code across the whole project unless the mapping is explicit, tested, and scoped.
8. Post-Processing, Cameras, and Rendering-Effect Triage
Built-in projects often rely on more than material conversion.
- If PPv2 is present, inspect the converter output and validate the resulting URP volumes, profiles, and camera behavior.
- Inventory existing
PostProcessVolume,PostProcessLayer, and PPv2PostProcessProfileassets before conversion. - Prefer the URP
Post-processing Stack v2 Converterwhen available instead of hand-building equivalent profiles from memory. - After conversion, verify that saved URP
VolumeProfileassets contain persistent override components, not an emptycomponents: []profile or dangling{fileID: 0}component references. - If creating a profile by script,
VolumeProfile.Add<T>()only creates a component object; for persistent profile assets, also callAssetDatabase.AddObjectToAsset(component, profile), mark the profile and component dirty, save assets, reload the asset, and count saved non-null components before reporting success. If the saved profile has{fileID: 0}component entries, recreate or repair the profile before claiming migration success. - Verify representative scenes contain the intended
Volumeobjects and that target cameras haveUniversalAdditionalCameraDatawith post-processing enabled when required. - If the source scene still only serializes a PPv2
sharedProfilereference and no URPVolumereferences the newVolumeProfile, PPv2 migration is incomplete even if a URP profile asset exists on disk. - If an active URP
Volumereferences an empty profile, treat that as incomplete scene wiring, not as active post-processing. Repair the profile or report PPv2 as partial. - Check whether old
PostProcessVolume/PostProcessLayercomponents remain. If they remain, explain whether they are intentionally retained, harmless legacy leftovers, or unresolved migration work. - If old PPv2 components are retained only as reference while a URP Volume is active, disable the old PPv2 component/layer for URP visual validation to avoid double post-processing. Do not delete it until parity is accepted or the user approves cleanup.
- Do not remove PPv2 packages, components, or profiles as a cleanup step until a verified URP replacement exists or the user accepts that those effects will be dropped/manual follow-up.
- During an actual migration, do not leave common PPv2 parity as a vague manual task if the source profile is available. Create persistent URP overrides for common mappable effects such as Bloom, Color Adjustments/Tonemapping, Vignette, and Depth of Field, then verify the saved profile has non-null components.
- It is acceptable to mark unsupported or non-equivalent effects as manual follow-up, such as PPv2 Screen Space Reflections or Ambient Occlusion that should become a renderer feature / SSAO setup instead of a direct Volume override.
- If URP Volume overrides cannot be created reliably, document the PPv2 effects and their URP equivalents instead of claiming they were migrated.
- Inventory existing
- Do not treat transient tool success as post-processing success.
- A command log that says "Added Bloom" is not enough. Re-read the saved
VolumeProfileasset or inspect the scene after saving/reloading. - If the saved profile is empty, say the PPv2 setup was documented or partially prepared, not migrated.
- A command log that says "Added Bloom" is not enough. Re-read the saved
- If grep finds
OnRenderImage, treat it as a custom full-screen effect case.- In URP, custom full-screen effects should move toward
ScriptableRenderPass, a Renderer Feature, or URP custom post-processing instead of staying on the Built-in image-effect path.
- In URP, custom full-screen effects should move toward
- If grep finds
RenderWithShaderorSetReplacementShader, treat it as a replacement-shader case.- These effects often need a deliberate URP renderer-feature or custom-pass strategy.
- If an effect depends on scene color, depth, or normals, verify the URP-compatible path rather than assuming the Built-in approach still applies.
- If custom cameras were stacking effects in Built-in, validate camera output explicitly after migration instead of assuming parity.
- For advanced shader/effect troubleshooting questions, provide concrete replacement patterns.
- For
GrabPass, mention_CameraOpaqueTexture/ Scene Color, the required URP asset setting, and the limitation that transparent ordering can differ from Built-in. - For
OnRenderImage, mentionScriptableRendererFeatureplusScriptableRenderPass. When showing a Unity 6-style template, use the reference pattern with a temporaryRTHandleandBlitter.BlitCameraTexture. - Never recommend
Blitter.BlitCameraTexture(cmd, source, source, material, pass)or other source-to-source blits as the mainOnRenderImagereplacement. If you are not going to show the safer temporary-target pattern, omit the code sample and explain the architecture instead. - For Surface Shaders, state that
#pragma surfacehas no direct URP equivalent and choose Shader Graph or a URP HLSL vertex/fragment rewrite based on effect complexity. - Do not stop at "rewrite it"; give the user a practical first porting step and a validation target.
- For
9. Quality, Lighting, and Visual Parity Review
Use references/quality-settings-map.md when the user mentions visual mismatch, shadows, performance, or quality settings.
- Review Graphics settings and each active Quality level.
- If a Quality level has no custom URP asset, state whether that level intentionally falls back to Graphics settings or still needs explicit assignment.
- Do not claim all quality levels are migrated unless each relevant level has been inspected.
- If using serialized project settings, the saved field is commonly
customRenderPipeline; writing a guessed field such asrenderPipelineAssetis not enough unless the saved asset proves the assignment. - If assigning through script, use the same pattern as URP's Render Settings converter: cache
QualitySettings.GetQualityLevel(), callQualitySettings.SetQualityLevel(index)for each target level, assignQualitySettings.renderPipeline = urpAsset, then restore the original quality level and verify on disk.
- Check URP asset settings that commonly affect parity:
- shadows
- shadow distance and cascades
- MSAA
- render scale
- HDR, opaque texture, and depth texture settings when effects depend on them
- Do not promise identical lighting automatically.
- Built-in and URP can differ in light falloff, baked GI appearance, shadow tuning, reflection probe response, tonemapping, exposure, and post-processing behavior.
- For baked lighting scenes, treat existing lightmaps and Lighting Data as reference material, not guaranteed-final URP output.
- Inventory
Lightmapping.lightingSettings, sceneLightmapSettings, baked/mixed lights, light probes, reflection probes, and any existingLightingDataAsset. - Preserve baked data until the user has a visual reference or rollback point, but do not keep stale Built-in lightmaps active as the final URP lighting solution if they blow out or distort the scene.
- If the scene looks blown out, too dark, or mismatched, first isolate post-processing/exposure by disabling legacy PPv2 during URP validation, then review URP Volume exposure/tonemapping/bloom before changing lights.
- If clearing baked data makes the scene stop being blown out, identify the old lightmaps/Lighting Data as stale or incompatible active data. Then rebake under URP with the final URP asset, renderer, Volume, and Quality settings instead of tuning lights against the stale bake.
- If creating or assigning URP-compatible
LightingSettings, mark the lighting settings and active scene dirty, save the scene, reload or re-query, and verify the saved scene references the intended.lightingasset. `Asset
- Inventory
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