Version: Unity 6.5 Beta (6000.5)
Language : English
Migrating from HDRP to URP
Set up your HDRP project to use URP

HDRP to URP migration workflow

Follow this workflow to migrate an existing project that uses the High Definition 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
(HDRP) to use the Universal Render Pipeline (URP).

This task workflow helps you set up and convert the parts of your HDRP project to be compatible with URP.

To migrate from HDRP to URP, complete the following tasks:

  1. Set up your HDRP project to use URP.
  2. Convert your assets for URP compatibility.
  3. Adjust your scene setup in URP.

Before you begin

Because many HDRP features aren’t supported in URP or have a different implementation, you need to manually convert or recreate these parts of your project to be compatible with URP. For example, ray tracingThe process of generating an image by tracing out rays from the Camera through each pixel and recording the color contribution at the hit point. This is an alternative to rasterization. raytracing
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and advanced lighting models require custom solutions in URP. This means that migrating between HDRP to URP takes a significant amount of time. Large, customized projects with many custom shadersA program that runs on the GPU. More info
See in Glossary
and materials or complex lighting and 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
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setups require more time to migrate.

For more information on supported features and differences between the render pipelines, refer to Render pipeline feature comparison and Choose a render pipeline.

Set up your HDRP project to use URP

Before you migrate your HDRP project to URP, it’s recommended to first duplicate your existing project, then install and configure URP in your project.

To set up your project to use URP, refer to Set up your HDRP project to use URP.

Convert your assets for URP compatibility

After you set up your project to use URP, the assets in your project might display as bright pink to indicate that the shader isn’t supported. You need to manually convert your shaders, materials, and Visual Effect Graph nodes to be compatible with URP.

Convert HDRP shaders to URP

HDRP and URP shaders have different material types, features, and inputs. Converting these shaders for URP compatibility differs depending on if your shaders are default shaders, shaders made with Shader Graph, custom shaders, or third-party-shaders.

To convert your shaders to be compatible with URP, refer to Convert HDRP shaders to URP.

Convert an HDRP Visual Effect Graph to URP

Most nodes in Visual Effect Graph convert automatically from HDRP to URP.

For information on converting Visual Effect Graph, refer to Convert HDRP Visual Effect Graph to URP.

Adjust your scene setup in URP

After you migrate your HDRP project to use URP, the appearance of your 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
looks different from your original HDRP project.

Lighting

After migrating to use URP, the lighting in your scene looks brighter than your original project.

For information on converting your lighting setup, refer to Convert HDRP lighting to URP.

Post-processing

Most HDRP post-processing overrides in volumes have URP equivalents. To apply the same post-processing effects in URP, you must recreate each volume in URP with a similar setup. Alternatively, you can create your own tools to convert them to URP.

For more information on which post-processing overrides are supported in URP, refer to Render pipeline feature comparison.

Additional resources

Migrating from HDRP to URP
Set up your HDRP project to use URP