Converting the Samples from URP to Other Render Pipelines
How to use the Runtime Spawner samples with 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)
Back up or duplicate the sample scenes/prefabs you’re converting.
Confirm Color Space = Linear (Project Settings → Player → Other).
Note post effects: URP uses Volumes; Built-in uses Post-Processing Stack v2 (optional); HDRP uses HDRP Volumes.
If you’re mixing packages, keep Cinemachine—it works across all pipelines.
URP → Built-in (Legacy) Render Pipeline
A. Remove URP from Graphics
Project Settings → Graphics → set Scriptable Render Pipeline Settings = None.
Project Settings → Quality → for each quality level, set Rendering → Render Pipeline Asset = None.
B. Materials & Shaders
URP Lit/Unlit materials must be replaced with Standard/Unlit shaders.
Multi-select materials → Inspector → change Shader from
Universal Render Pipeline/LittoStandard(or appropriate Built-in shader).If a material looks pink, it’s still on a URP shader; swap it.
For particle systems:
Change
Universal Render Pipeline/Particles/*to Particles/Standard Surface or Particles/Standard Unlit.
C. Lighting & Post
Remove URP Global Volumes from the scene (or keep as plain GameObjects—they’ll do nothing).
(Optional) Install Post-Processing Stack v2 and add a Post-process Layer + Post-process Volume equivalents, or skip post entirely.
D. Cameras & Render Features
Replace URP Renderer Features usage (Screen-space shadows, SSAO, etc.) with Built-in equivalents or disable them.
URP Camera Stacking is not available in Built-in; merge overlay cameras into a single camera or replicate effects with layers.
E. Lighting Settings
Window → Rendering → Lighting: rebake as needed.
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
Package Manager → install High Definition RP.
Window → Rendering → HDRP Wizard:
Fix All in Project and Scene tabs (color space, HDR, rendering settings, diffusion profile).
B. Assign HDRP Assets
Project Settings → Graphics → Scriptable Render Pipeline Settings = [Your HDRP Asset].
Project Settings → Quality → per-quality Render Pipeline Asset = HDRP Asset.
C. Convert Materials & Shaders
Use Render Pipeline Converter:
Window → Rendering → Render Pipeline Converter → Upgrade URP Materials to HDRP (run).
Manually fix any pink materials:
Change
Universal Render Pipeline/Lit→ HDRP/Lit (or HDRP/Unlit, HDRP/Decal, etc.).
Particles: swap to HDRP/Unlit or HDRP/Lit particle shaders (use Shader Graph or built-ins).
D. Lights, Probes, & Shadows
Select directional/point/spot lights → check Intensity Unit (HDRP uses lux/ lumen); adjust exposure/EV100 as needed.
Recreate Shadows quality under HDRP Asset (Shadows, Contact Shadows).
Reflection Probes are compatible; rebake if needed.
E. Post-processing & Camera
Replace URP Global Volume with HDRP Volume (same Volume system; different overrides).
Add overrides: Exposure, Bloom, Tonemapping, Ambient Occlusion, Fog, Vignette.
Camera: ensure HDR, Physical Camera (if used), and Anti-Aliasing (TAA/FSR) are set per HDRP standards.
F. Misc Rendering
Decals: use HDRP/Decal system if you relied on URP Renderer Features.
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
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
Graphics/Quality: SRP = None (all levels).
Swap all materials to Standard.
Delete/ignore URP Volumes & Renderer Features.
(Optional) Add PPv2 equivalents.
Rebake lighting.
URP → HDRP
Install HDRP; run HDRP Wizard (Fix All).
Assign HDRP Assets in Graphics/Quality.
Run Render Pipeline Converter for materials.
Add HDRP Volume with Exposure/Tonemap/Bloom/AO.
Adjust light intensities; rebake lighting.
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