# Converting the Samples from URP to Other Render Pipelines

The Runtime Spawner samples now ship using **Universal Render Pipeline (URP)**. If your project uses **Built-in (Legacy) RP** or **HDRP**, follow the steps below to convert the sample scenes, materials, and settings.

***

### Before You Start (All Pipelines)

1. **Back up or duplicate** the sample scenes/prefabs you’re converting.
2. Confirm **Color Space = Linear** (Project Settings → Player → Other).
3. Note post effects: URP uses **Volumes**; Built-in uses **Post-Processing Stack v2** (optional); HDRP uses **HDRP Volumes**.
4. If you’re mixing packages, keep **Cinemachine**—it works across all pipelines.

***

### URP → Built-in (Legacy) Render Pipeline

#### A. Remove URP from Graphics

1. Project Settings → **Graphics** → set **Scriptable Render Pipeline Settings = None**.
2. Project Settings → **Quality** → for each quality level, set **Rendering → Render Pipeline Asset = None**.

#### B. Materials & Shaders

1. URP Lit/Unlit materials must be replaced with **Standard**/**Unlit** shaders.
   * Multi-select materials → Inspector → change **Shader** from `Universal Render Pipeline/Lit` to `Standard` (or appropriate Built-in shader).
   * If a material looks pink, it’s still on a URP shader; swap it.
2. For particle systems:
   * Change `Universal Render Pipeline/Particles/*` to **Particles/Standard Surface** or **Particles/Standard Unlit**.

#### C. Lighting & Post

1. Remove **URP Global Volumes** from the scene (or keep as plain GameObjects—they’ll do nothing).
2. (Optional) Install **Post-Processing Stack v2** and add a **Post-process Layer** + **Post-process Volume** equivalents, or skip post entirely.

#### D. Cameras & Render Features

1. Replace URP **Renderer Features** usage (Screen-space shadows, SSAO, etc.) with Built-in equivalents or disable them.
2. URP **Camera Stacking** is not available in Built-in; merge overlay cameras into a single camera or replicate effects with layers.

#### E. Lighting Settings

1. Window → **Rendering → Lighting**: rebake as needed.
2. Validate **Lightmap Settings**; some URP defaults differ.

**Quick Check**

* Any pink objects? → Shader not switched.
* Missing outlines/FX? → Was a URP Renderer Feature.

***

### URP → HDRP

> Choose this if your project already uses HDRP or you want high-end features (decal/projectors, volumetric lighting, advanced shadows). Expect more changes than Built-in.

#### A. Install HDRP & Run HDRP Wizard

1. Package Manager → install **High Definition RP**.
2. Window → **Rendering → HDRP Wizard**:
   * Fix All in **Project** and **Scene** tabs (color space, HDR, rendering settings, diffusion profile).

#### B. Assign HDRP Assets

1. Project Settings → **Graphics** → **Scriptable Render Pipeline Settings = \[Your HDRP Asset]**.
2. Project Settings → **Quality** → per-quality **Render Pipeline Asset = HDRP Asset**.

#### C. Convert Materials & Shaders

1. Use **Render Pipeline Converter**:
   * Window → **Rendering → Render Pipeline Converter** → **Upgrade URP Materials to HDRP** (run).
2. Manually fix any pink materials:
   * Change `Universal Render Pipeline/Lit` → **HDRP/Lit** (or **HDRP/Unlit**, **HDRP/Decal**, etc.).
3. Particles: swap to **HDRP/Unlit** or **HDRP/Lit** particle shaders (use Shader Graph or built-ins).

#### D. Lights, Probes, & Shadows

1. Select directional/point/spot lights → check **Intensity Unit** (HDRP uses lux/ lumen); adjust exposure/EV100 as needed.
2. Recreate **Shadows** quality under HDRP Asset (Shadows, Contact Shadows).
3. Reflection Probes are compatible; rebake if needed.

#### E. Post-processing & Camera

1. Replace URP **Global Volume** with **HDRP Volume** (same Volume system; different overrides).
   * Add overrides: **Exposure**, **Bloom**, **Tonemapping**, **Ambient Occlusion**, **Fog**, **Vignette**.
2. Camera: ensure **HDR**, **Physical Camera** (if used), and **Anti-Aliasing** (TAA/FSR) are set per HDRP standards.

#### F. Misc Rendering

1. **Decals**: use **HDRP/Decal** system if you relied on URP Renderer Features.
2. **Shader Graphs**: re-target to **HDRP** (Graph Inspector → Graph Settings → SRP).

**Quick Check**

* If the scene looks too dark/bright → adjust **Exposure** on the HDRP Volume.
* Blurry TAA? → try **TAA Sharpness** or **DLSS/FSR** options.

***

### Optional: Built-in ↔ URP ↔ HDRP Quick Map

| Feature / Setting | URP                           | Built-in (Legacy)         | HDRP                              |
| ----------------- | ----------------------------- | ------------------------- | --------------------------------- |
| Lit Shader        | URP/Lit                       | Standard                  | HDRP/Lit                          |
| Unlit Shader      | URP/Unlit                     | Unlit                     | HDRP/Unlit                        |
| Post-processing   | Volume (URP overrides)        | PPv2 (Layer + Volume)     | Volume (HDRP overrides)           |
| Decals            | URP Decal (Renderer Feature)  | None (custom/third-party) | Built-in HDRP Decal               |
| Camera Stacking   | Supported                     | Not available             | Use multiple cameras/volumes      |
| MSAA              | Per URP Asset (Forward only)  | Camera/Quality settings   | Typically off (TAA recommended)   |
| Renderer Features | URP Forward Renderer Features | N/A                       | HDRP Custom Passes/Frame Settings |
| SSAO              | Renderer Feature or Volume    | PPv2 AO                   | HDRP AO override                  |
| Volumetric Fog    | Volume Fog (basic)            | PPv2 fog or custom        | HDRP Volumetric Fog               |

***

### Converting Our Sample Content (What to Touch)

* **Materials** on sample prefabs:
  * URP → Built-in: set to **Standard**; verify smoothness/metallic.
  * URP → HDRP: run converter; spot-fix complex materials.
* **Post Volumes** in scenes:
  * Replace with target pipeline volumes/effects.
* **Renderer Features** (URP):
  * Remove and recreate effect equivalents (Built-in PPv2 or HDRP overrides).
* **Lighting**:
  * Re-bake lightmaps after conversion.
  * Adjust light intensities/exposure per pipeline.
* **Quality/Graphics Settings**:
  * Confirm the target pipeline asset is selected for **all** Quality levels.

***

### Troubleshooting

* **Pink objects** → Still using wrong shader. Swap to target pipeline shader.
* **Flat/washed lighting** → Check Color Space (Linear), Exposure/Tonemapping, and Light intensities.
* **No post-effects** → Recreate post stack using the target pipeline’s system (PPv2 / URP Volume / HDRP Volume).
* **Aliasing** → Enable MSAA (Built-in/URP Forward) or TAA/FSR/DLSS (HDRP).
* **Performance drop** → Revisit shadows, SSAO, volumetrics; reduce quality in the pipeline asset.

***

### Quick “Five-Minute” Paths

**URP → Built-in**

1. Graphics/Quality: SRP = None (all levels).
2. Swap all materials to **Standard**.
3. Delete/ignore URP Volumes & Renderer Features.
4. (Optional) Add PPv2 equivalents.
5. Rebake lighting.

**URP → HDRP**

1. Install HDRP; run **HDRP Wizard** (Fix All).
2. Assign HDRP Assets in Graphics/Quality.
3. Run **Render Pipeline Converter** for materials.
4. Add **HDRP Volume** with Exposure/Tonemap/Bloom/AO.
5. Adjust light intensities; rebake lighting.


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