migrate-birp-to-urp

SkillMedia

Plans, executes, and troubleshoots Unity projects moving from the Built-in Render Pipeline (BiRP/BIRP/Built-in RP) to the Universal Render Pipeline (URP). Use when the user asks to upgrade, convert, switch, or migrate a project, scene, material, or shader to URP/Universal Render Pipeline; fix pink or magenta materials after URP; convert Built-in materials/shaders; move a 2D project to URP 2D; review lighting, quality, post-processing, baked lightmaps, or reflection probes after URP; or diagnose visual problems after a render-pipeline migration.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the migrate-birp-to-urp skill

What this skill tells your AI

The instructions your AI receives, as published by unity-technologies/skills in skills/migrate-birp-to-urp/SKILL.md and read by ahel’s review.

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:

  1. Detect whether the project is Built-in, partially migrated, already URP, or HDRP.
  2. Classify the request as standard 3D URP, URP 2D, selected-material conversion, planning-only, or troubleshooting.
  3. 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.
  4. 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.
  5. Choose the next migration phase, execute that phase, save/re-query its outputs, and report its phase status.
  6. Treat custom shaders, GrabPass, Surface Shaders, OnRenderImage, replacement shaders, and package-owned shaders as scoped follow-up work, not automatic converter work.
  7. 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:

  1. Do not ask the user to enumerate known Built-in features before inspection. Discover them.
  2. If PPv2, baked lighting, reflection probes, particle/fog/smoke materials, or multiple Quality levels exist, include them in the migration automatically.
  3. Prefer phase completion over all-in-one completion. Each phase should save/re-query its own outputs and end with Phase complete, Phase partial, or Blocked.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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:

  1. Graphics settings and every relevant Quality level point to the intended URP asset.
  2. 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".
  3. 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 _BaseMap or all-white _BaseColor is incomplete if the source _MainTex or _Color had content. Particle, fog, smoke, steam, decal, VFX, additive, and transparent effect materials should not be blindly forced to Universal Render Pipeline/Lit; prefer URP particle/effect shaders such as Universal Render Pipeline/Particles/Unlit when appropriate.
  4. If the source scene used PPv2, a saved URP VolumeProfile exists with persistent non-null override components, the representative scene references it through a URP Volume, and legacy PPv2 is disabled for URP visual validation. A saved profile with components: [], {fileID: 0} component refs, or a scene that still only references the old PostProcessProfile is incomplete.
  5. 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 .lighting asset and calling Lightmapping.lightingSettings = target plus AssetDatabase.SaveAssets() is not enough; mark/save the scene, reload/re-query, and compare the saved scene m_LightingSettings reference or asset GUID. If a long bake or tool interruption prevents this, call the migration partial and resume from that phase.
  6. 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.
  7. 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 saved DepthOfField override 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: 0 or m_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 complete is allowed for a passed phase; project-level complete is 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 eval in 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.pipeline uses IPreprocessBuildWithContext and BuildCallbackContext, 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 status shows no row and no error, and the real cause is CS0246 on 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 using directives. The compiler reads using UnityEngine; as a resource-disposal statement and rejects it (CS0210).
  • Types must be fully qualified. A bare GraphicsSettings or Volume does not resolve (CS0246 / CS0103), and a bare Object is ambiguous with object (CS0104).
  • Extension methods are unavailable, because they resolve through using. Two that this skill would otherwise reach for: camera.GetUniversalAdditionalCameraData() becomes camera.GetComponent<UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>(), and LINQ calls must be written statically — System.Linq.Enumerable.FirstOrDefault(sequence, predicate) rather than sequence.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 no using lines.
  • Class- or method-shaped (anything declaring a class, a static method, or a [MenuItem], such as the material-snapshot pattern) — these are project files, not eval input. A class declaration cannot be flattened into a statement block. Save the snippet under Assets/Editor/, let Unity compile it, then invoke its entry point through a one-line eval call. Keep the using directives 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:

  1. Detect Pipeline: Run the render-pipeline detection snippet from the execution-path section above.
    • If currentRenderPipeline or defaultRenderPipelineAsset references a UniversalRenderPipelineAsset -> 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.
  2. Load Base Reference: Read references/migration-workflow.md.
  3. Load Shader References When Relevant: If the request mentions materials, shaders, magenta materials, rendering errors, image effects, or custom rendering, also read:
  4. 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.
  5. 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.
  6. 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
  7. If the project is already on URP, switch to troubleshooting mode instead of re-running setup blindly.
  8. Proceed only after the pipeline and migration path are clear.

1. Assess Current Migration State

Before making any changes, inspect what already exists:

  1. 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.
  2. Inventory migration surfaces: Use eval with UnityEditor.AssetDatabase.FindAssets or 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
  3. Scan for rendering risk markers: Use available project-file search, AssetDatabase.FindAssets, or a short eval file scan to search the project for rendering-specific patterns such as:
    • PostProcessLayer, PostProcessVolume, UnityEngine.Rendering.PostProcessing
    • OnRenderImage(, RenderWithShader, SetReplacementShader
    • #pragma surface, GrabPass, CGPROGRAM
    • CommandBuffer, custom shader include paths, or package shader namespaces
    • vegetation markers such as Nature/, SpeedTree, TreeCreator, Grass, Foliage, _Cutoff, _AlphaClip, _Cull, billboard, or wind keywords
  4. 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.
  5. Determine project shape: Decide whether the project is primarily 3D, primarily 2D, or mixed.
  6. 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 saysDefault 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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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:

Shortened here. Read the whole file on GitHub.

Signals

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Sep 2026
Advanced
Catalog kind
skill
Gateway key
migrate-birp-to-urp
Source
github.com/unity-technologies/skills