
URP/HDRP AutoConvert automates material conversion between Unity's URP and HDRP, easing pipeline transitions with minimal manual work.This tool facilitates the conversion of materials between URP and HDRP in Unity projects. It scans the project or selected objects to identify materials eligible for conversion, replaces their shaders, and preserves key properties such as textures, colors, and parameters. The tool is compatible with projects of any genre that utilize standard URP or HDRP shaders.Warning: This tool is not a complete solution for all conversion scenarios. It supports only shaders and properties defined in its mappings. Custom or unsupported shaders may require manual adjustments. Always back up your project before use, as changes are only reversible through Unity’s undo system.Material 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).Configuration Options:Option to include or exclude package materials during scanning.Support for including disabled renderers in the scene.Ability to skip unsupported shaders to prevent errors.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