PipelineConverter
public static class PipelineConverterHandles conversion of materials from the Built-in Render Pipeline (BIRP) to the current Scriptable Render Pipeline (URP or HDRP).
Two conversion mechanisms are available:
- Unity’s built-in converter (uses the Converters API, URP only)
- Custom converter (manual property remapping, works for both URP and HDRP)
The custom converter acts as a fallback when Unity’s converter is unavailable, disabled, or fails.
Methods
Section titled “Methods”
RunUnityConverter()
Section titled “RunUnityConverter()”public static bool RunUnityConverter()Runs the URP material converter if available (fire-and-forget).
Returns
System.Boolean — True if the Unity converter ran without error, false otherwise.
RunUnityConverterAsync()
Section titled “RunUnityConverterAsync()”public static Task<bool> RunUnityConverterAsync()Runs the URP material converter and waits for it to complete. Uses reflection to await the callback-based Scan method which fires asynchronously. Use this instead of RunUnityConverter when subsequent operations (e.g. preview generation) depend on the materials being fully converted.
Returns
System.Threading.Tasks.Task{System.Boolean} — True if the Unity converter ran successfully, false otherwise.
ConvertImportedMaterials(IEnumerable)
Section titled “ConvertImportedMaterials(IEnumerable)”public static void ConvertImportedMaterials(IEnumerable<string> importedPaths)Converts material assets at the given project-relative paths from BIRP to the current render pipeline using the custom converter logic. Acts as fallback when Unity’s built-in converter is unavailable or fails.
Parameters
| Name | Type | Description |
|---|---|---|
importedPaths |
System.Collections.Generic.IEnumerable{System.String} | |
ConvertAllProjectMaterials()
Section titled “ConvertAllProjectMaterials()”public static void ConvertAllProjectMaterials()Scans all materials in the project and converts any remaining BIRP materials to the current render pipeline. Used after bulk/package imports.