2.5D Platformer — Upgrading to Universal Render Pipeline #8
Moving on from the built-in pipeline

There’s still a debate out there if whether you should stick with the Built-in pipeline or upgrade to the URP (Universal Render Pipeline), LWRP (Light Weight Render Pipeline) or HDRP (High Definition Render Pipeline).
To be honest, if your plan is to make a game without complex shaders, then you should probably use the URP to increase the performance of your project / game. As far as I know, it’s better optimised that the built-in pipeline, and you have access to VFX Graph and Shader Graph (this one being underwhelming due to the low support of multiple shader techniques, but you may have a better chance writing your own shaders with this if you’re a beginner).
Anyway, do you want to know how I upgraded my project to URP? Of course you do! Keep reading!
So, I’ve been given some new assets to work with, however…

The materials are all messed up as they were purposefully made for URP and they are incompatible with the built-in pipeline. The only way to fix that is by upgrading through the Package Manager (or reverting those materials to built-in... which I’m not doing).

The assets will still have that pink material assigned to them after upgrading. To fix that, we have a couple of options:

- Create a new Pipeline Asset and add it to Project Settings > Graphics. This is a sort of profile where you can apply your own modifications and easily switch between different ones (for mobile, consoles, pc…)

And once I assigned the profile, the materials are now fixed and the assets now look great.

- However, in case your project doesn’t have this weird pink texture, but instead, you want to upgrade your materials from built-in to URP format, you can easily do that in Edit > Render Pipeline > Universal Render Pipeline > Upgrade Project Materials…
