SRP Material Converter Pro - HDRP to URP, HDRP to Built-in & more ! View on Asset Store (opens in new tab)

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1.0.0
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6000.0.85 or later
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SRP Material Converter Pro - HDRP to URP, HDRP to Built-in & more !

by HyTeKGames (opens in new tab)

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  • Launch discount

Fix pink materials in a few clicks. Find every broken material and convert it between Built-in, URP and HDRP in any direction, custom shaders included, with automatic backups.

Discount -30% Original price $50.00 Price $35.00

Launch promotion for 427248 SRP Material Converter Pro Ends (22 Nov)

Get 30% off on Asset Store (opens in new tab)

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Price history

Last 6 months

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Price history for SRP Material Converter Pro - HDRP to URP, HDRP to Built-in & more !, 6 months Current $35.00; lowest $35.00; highest $35.00 in this period. $0 $25 $50 30 Oct 1 Nov 3 Nov 5 Nov 7 Nov 9 Nov 11 Nov

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SRP Material Converter Pro - HDRP to URP, HDRP to Built-in & more ! screenshot 1

SRP Material Converter Pro - HDRP to URP, HDRP to Built-in & more ! screenshot 1

About this asset

๐ŸŽจ Fix pink materials in a few clicks.

Switched render pipeline, or imported a pack made for another one? SRP Material Converter Pro finds every material in your project that renders pink or broken and converts it to the Built-in Render Pipeline, URP or HDRP. Any pipeline can be the source or the target. The source of each material is detected on its own, so one conversion can fix materials made for different pipelines.

โšก How it works

  1. ๐Ÿ” Find: scan the whole project, a folder, your selection or the open scenes.
  2. ๐Ÿ‘€ Review: see every material that needs work, the shader it will get and the maps that were detected.
  3. โœ… Convert: one click. The originals are backed up first, and Undo is right there if you change your mind.

โœจ Key features

  • ๐Ÿฉบ Finds every broken material. Missing shaders, shaders that fail to compile, shaders made for another pipeline and unsupported shaders. Unity's own shaders are recognized even when their pipeline package isn't installed.
  • ๐Ÿ”„ Any pipeline, any direction. HDRP to URP, URP to HDRP, URP to Built-in, HDRP to Built-in, Built-in to URP and Built-in to HDRP. Lit, unlit, particles, terrain, SpeedTree, decals, sprites, UI and Unity's legacy shaders.
  • ๐Ÿงฉ Custom shaders and Shader Graphs. Properties are mapped automatically when the match is clear. If not, a short wizard with a live preview asks once, about 20 seconds per shader. Mappings are saved in ProjectSettings, so your team can share them through version control.
  • ๐ŸŽฏ Faithful results. Colors, texture maps, metallic and specular workflows, HDR emission, transparency and blend modes, alpha clipping, double-sided rendering, tiling and more carry over. Anything without an equivalent is listed in the report.
  • ๐Ÿ–ผ๏ธ Textures repacked on the GPU. When the target expects maps packed differently (HDRP mask map and detail map, metallic/smoothness, specular/smoothness), the textures are generated for you and reused on later runs. Your source textures are never modified.
  • ๐Ÿ“ฆ Fix on import. When a package you import brings materials that render pink, the converter tells you how many and offers to review and convert them right away. You can switch it off anytime.
  • ๐Ÿ›ก๏ธ Safe by default. Materials are converted in place, so scenes and prefabs keep working, and the originals are backed up first. Restore a conversion from History in one click, or create converted copies and keep the originals.
  • ๐Ÿ”“ Read-only files handled. Locked materials are detected before converting, and Fix makes them editable in one click (checked out when version control is connected).
  • ๐Ÿš€ Built for big projects. Conversions run in small steps, so the Editor stays responsive. A scripting API and command-line batch conversion are included for automation.
  • ๐ŸŽ›๏ธ Customizable. Choose where converted copies and generated textures go, turn backups and the import check on or off, and more.
  • ๐ŸŒ— Clean, modern window. Built with UI Toolkit, it follows the Editor's light or dark skin and adapts to narrow docked layouts.

๐ŸŽฎ Who it's for

Anyone switching render pipelines, upgrading an older project or using Asset Store packs made for another pipeline. It works with any genre and art style: characters, environments, props, vegetation, VFX and UI.

๐ŸŽ Also included

  • Two double-sided Standard shaders for the Built-in pipeline, so leaves, cloth and other two-sided materials stay two-sided after converting to Built-in.
  • Full C# source code.
  • Offline documentation with a quick start, troubleshooting tips and the full API reference.

๐Ÿ–ฅ๏ธ Compatibility

  • Unity 2020.3 LTS, 2021.3 LTS, 2022.3 LTS, 2023.1 and 2023.2.
  • Unity 6.0 LTS, 6.1, 6.2, 6.3 LTS, 6.4, 6.5 and 6.6.
  • Unity 7 alpha.
  • Built-in Render Pipeline, URP and HDRP (packages 10 to 17.7), as source and as target.
  • Only the target pipeline's package needs to be installed.
  • Editor-only code: the tool itself is never part of your builds.

โฌ†๏ธ Coming from SRP Material Converter (v1)?

Pro is a separate tool with a new workflow: the source pipeline is detected automatically, custom shaders and Shader Graphs are supported, and conversions can be undone. It doesn't need any v1 file, and removing v1 doesn't affect your materials.

๐Ÿค Support

A question, a shader that doesn't convert the way you expect, or a feature idea?

Get in touch, Discord is the fastest way to reach me:

โญ Saved you some time? A quick review on the Asset Store helps a lot and keeps the updates coming. Happy converting! ๐ŸŽ‰

From the publisher's Asset Store listing.

Technical details

๐Ÿ”„ Conversion

  • Built-in, URP and HDRP as source and as target, in all six directions.
  • Source pipeline detected per material, so one run can mix materials made for different pipelines.
  • Only the target pipeline's package needs to be installed.
  • Detects missing shaders, shaders that fail to compile, shaders made for another pipeline and unsupported shaders.
  • Recognizes Unity's shaders directly: Standard, Standard (Specular setup), Autodesk Interactive, URP Lit, Complex Lit, Simple Lit, Baked Lit and Unlit, HDRP Lit, Layered Lit, Unlit and AxF, plus particle, terrain, SpeedTree 7/8/9, tree, decal, sprite, UI, legacy and Mobile shaders. Older Lightweight RP and HDRenderPipeline names too.

๐ŸŽจ What carries over

  • Base color and color map, tiling and offset.
  • Normal map, ambient occlusion, height map and parallax (optional pixel displacement in HDRP).
  • Metallic and specular workflows: metallic, smoothness and specular color, as values or maps.
  • HDR emission color and map, with global illumination flags.
  • Detail maps (albedo, normal, mask, UV set and tiling) and clear coat.
  • Opaque, cutout and transparent surfaces with alpha, premultiplied, additive or multiply blending where the target supports it.
  • Render face (front, back or both), shadow toggles, specular highlights and reflections, sorting and GPU instancing.
  • Particles: blend and color modes, flipbook blending, soft particles and camera fading.

๐Ÿ–ผ๏ธ Textures

  • GPU channel repacking for HDRP mask maps and detail maps, metallic/smoothness and specular/smoothness maps.
  • Generated textures are reused on later runs, saved next to their source or in a dedicated folder.
  • Source textures, shaders and Shader Graphs are never modified.

๐Ÿงฉ Custom shaders and Shader Graphs

  • Automatic property mapping when the match is confident.
  • 6-step mapping wizard with a live 3D preview: color, normal map, metal and shine, glow and height, look, review.
  • Channel-level mapping for packed textures such as ORM.
  • Mappings saved in ProjectSettings, shared through version control, with export and import.
  • Shader Graphs that already support the target are left as they are.

๐Ÿ›ก๏ธ Safety

  • In-place conversion keeps scene and prefab references working, or Make copies keeps the originals.
  • Automatic backups (stored in the Library folder), Undo, and one-click restore from History.
  • Read-only detection with one-click Fix: version control checkout, or read-only flag removal.
  • A report after each conversion lists anything that was approximated or dropped.

๐Ÿ–ฅ๏ธ Workflow and UI

  • Add materials from the whole project, a folder, the selection or the open scenes.
  • Status filters, search by name, folder or shader, and a detail panel for each material.
  • Import watcher for .unitypackage imports, Asset Store packages included.
  • The list refreshes itself when materials, shaders or Shader Graphs change, and when the project switches render pipeline.
  • UI Toolkit window with light and dark skin support, responsive layouts and keyboard shortcuts.
  • Runs in small steps with progress, so the Editor stays responsive.

โš™๏ธ Automation

  • Public C# scripting API (namespace HyTeKGames.SRPMaterialConverterPro).
  • Command-line batch conversion through -executeMethod, for build servers and CI.

๐Ÿ“ฆ Package

  • Editor-only assembly with full C# source code.
  • Two double-sided Standard shaders for the Built-in pipeline (opaque/cutout and transparent).
  • Offline HTML documentation.
  • Unity 2020.3 LTS to Unity 7 alpha.

โš ๏ธ Limitations

  • A custom render pipeline can't be a conversion target.
  • Features without an equivalent in the target (for example HDRP subsurface scattering, tessellation or extra Layered Lit layers) are dropped or approximated, and listed in the report.
  • Decals can't be converted to Built-in, which has no decal shader.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.0.85f2 Compatible Compatible Compatible Compatible

Converts between the Built-in Render Pipeline, URP and HDRP (packages 10 to 17.7) in any direction. Only the target pipeline's package needs to be installed. Shader Graphs and custom shaders supported. Works with Unity 2020.3 LTS, 2021.3 LTS, 2022.3 LTS, 2023.1, 2023.2, Unity 6.0 LTS, 6.1, 6.2, 6.3 LTS, 6.4, 6.5, 6.6 and Unity 7 alpha. Custom render pipelines can't be a conversion target.

As listed on the Asset Store.