 
URP/HDRP AutoConvert automatically converts materials between Unity’s Universal Render Pipeline and High Definition Render Pipeline — saving hours of manual shader setup when switching pipelines.URP/HDRP AutoConvert simplifies material conversion between Unity’s Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP).The tool scans your project or selected objects, detects compatible materials, replaces shaders, and preserves key visual properties like textures, colors, and emission — all with just a few clicks.It’s designed for teams and solo developers who switch render pipelines and want to avoid hours of manual material editing.You can easily convert entire projects or only specific assets, monitor real-time progress, and even edit shader mappings directly from the tool’s interface.⚠️ Disclaimer:This tool is not a universal solution for all shaders. It supports only mapped shader types and properties.Custom shaders or unique workflows may need manual adjustments.Always back up your project before conversion — changes can only be undone via Unity’s undo systemMaterial Scanning: Automatically detects materials in the project or within selected objects, based on user preferences.Conversion Modes: Supports bidirectional conversion: URP to HDRP and HDRP to URP.Shader Mapping: Uses predefined shader mappings (e.g., URP/Lit to HDRP/Lit) with the ability to add custom mappings through the interface.Property Transfer: Preserves essential material properties, including textures, colors, and settings (e.g., _BaseColor, _Smoothness, _Metallic).Ability to skip unsupported shaders to prevent errors.Configuration Options:Option to include or exclude package materials during scanning.Support for including disabled renderers in the scene.Editor Interface: Features a user-friendly window with a progress bar, material list preview, and shader mapping editor.Undo Support: Records all material changes for Unity’s undo functionality.Asynchronous Processing: Converts materials without freezing the Unity Editor, displaying real-time progress.Pipeline-Specific Adjustments: Applies default settings for the target pipeline (e.g., _SurfaceType for HDRP, _WorkflowMode for URP).Limitations:Supports only shaders specified in the mapping dictionaries. Unsupported shaders are either skipped or reported with warnings.Does not handle complex custom shaders or non-standard properties without user-defined mappings.Requires target shaders (e.g., HDRP/Lit or Universal Render Pipeline/Lit) to be present in the project.May not ensure perfect conversion for specialized materials, requiring manual verification post-conversion.I've used AI to write documentation and also as an asist in IDEs
 
 
 
  
  
  
  
  
