Version: Unity 6.5 Alpha (6000.5)
Language : English
Migrating from the Built-In Render Pipeline to URP
Install and configure URP for an existing Built-In Render Pipeline project

Migrate from the Built-In Render Pipeline to URP workflow

Follow this workflow to migrate an existing project that uses the Built-In Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
to use the Universal Render Pipeline (URP).

As the Built-In Render Pipeline is deprecated, you can migrate your project to use URP instead. This workflow helps you set up your project to use URP and explains how to convert parts of your project automatically and manually to be compatible with URP.

To migrate from the Built-In Render Pipeline to URP, complete the following tasks:

  1. Install the Universal Render Pipeline package.
  2. Set URP as the active render pipeline.
  3. Automatically convert prebuilt assets and quality levels.
  4. Manually convert or recreate parts of your project to be compatible with URP.

Prerequisites

You must have an existing project that uses the Built-In Render Pipeline. If you don’t have an existing project, refer to Create a new project that uses URP instead.

Install the URP package

To install URP in your project, use the Package Manager to locate and install the Universal Render Pipeline package.

For more information, refer to Install the Universal Render Pipeline package.

Set URP as the active render pipeline

To configure URP to work in your project, set the default render pipeline asset to the URP asset.

For more information, refer to Set URP as the active render pipeline.

Automatically convert prebuilt assets and quality levels

After you configure your project to use URP, use the Render Pipeline Converter or command line to automatically convert read-only material references, prebuilt shadersA program that runs on the GPU. More info
See in Glossary
, and quality levels to be compatible with URP. You can also automatically convert any animation clipsAnimation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. More info
See in Glossary
or Post-ProcessingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
See in Glossary
Stack v2 assets in your project.

For more information, refer to Convert prebuilt assets and quality levels.

Manually convert parts of your project

When you migrate your project from the Built-In Render Pipeline to URP, not all features are identical or supported. You will need to manually convert or recreate these parts of your project to be compatible with URP.

For more information, refer to Render pipeline feature comparison.

Custom shaders

If your project uses custom shaders, you must manually rewrite your custom shaders to be compatible with URP. The Render Pipeline Converter doesn’t support converting custom shaders.

To manually rewrite your custom shaders, refer to Convert custom shaders for URP compatibility.

Quality levels

In URP, your quality levels might provide a different level of performance to your Built-In Render Pipeline project.

To manually update the quality levels in your URP project, refer to Match the quality level performance of the Built-In Render Pipeline in URP.

Note: In URP, some settings that the Built-In Render Pipeline listed in the Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info
See in Glossary
Quality section have moved or changed, or no longer exist. To find the new location of these settings, refer to Built-In Render Pipeline quality settings in URP reference.

Lighting

After you convert the necessary settings and materials to URP, the lighting of your URP scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
might still not match the appearance of the original project.

To change the light falloff function in URP and make it look similar to the Built-In Render Pipeline falloff, refer to Change the light falloff function in URP.

Rendering

To understand how rendering works in URP, refer to Rendering in the Universal Render Pipeline and Custom rendering and post-processing in URP.

Additional resources

Migrating from the Built-In Render Pipeline to URP
Install and configure URP for an existing Built-In Render Pipeline project