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Upgrade custom shaders for URP compatibility

Rewrite the incompatible sections of Built-In Render Pipeline shader code to work with URP.
Read time 7 minutesLast updated 22 days ago

Custom Shaders written for the Built-In Render Pipeline are not compatible with the Universal Render Pipeline (URP), and you can't upgrade them automatically with the Render Pipeline Converter. Instead, you must rewrite the incompatible sections of shader code to work with URP.
You can also recreate custom shaders in Shader Graph. For more information, refer to documentation on ShaderGraph.
Note
You can identify any materials in a scene that use custom shaders when you upgrade to URP as they turn magenta (bright pink) to indicate an error.
This guide demonstrates how to upgrade a custom unlit shader from Built-In Render Pipeline to be fully compatible with URP through the following sections:

Example Built-In Render Pipeline custom shader

The following shader is a simple unlit shader that works with the Built-In Render Pipeline. This guide demonstrates how to upgrade this shader to be compatible with URP.
Shader "Custom/UnlitShader"{ Properties { [NoScaleOffset] _MainTex("Main Texture", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType" = "Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 position : SV_POSITION; float2 uv: TEXCOORD0; }; float4 _Color; sampler2D _MainTex; v2f vert(appdata_base v) { v2f o; o.position = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 texel = tex2D(_MainTex, i.uv); return texel * _Color; } ENDCG } }}

Make the custom shader URP compatible

Built-In Render Pipeline shaders have two issues, which you can see in the Inspector window:
  • A warning that Material property is found in another cbuffer.
  • The SRP Batcher property displays not compatible.
The following steps show how to solve these issues and make a shader compatible with URP and the SRP Batcher.
  1. Change
    CGPROGRAM
    and
    ENDCG
    to
    HLSLPROGRAM
    and
    ENDHLSL
    .
  2. Update the include statement to reference the
    Core.hlsl
    file.
    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
    Note
    Core.hlsl
    includes the core SRP library, URP shader variables, and matrix defines and transformations, but it does not include lighting functions or default structs.
  3. Add
    "RenderPipeline" = "UniversalPipeline"
    to the shader tags.
    Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
    Note
    URP does not support all ShaderLab tags. For more information on which tags URP supports, refer to URP ShaderLab Pass tags.
  4. Replace the
    struct v2f
    code block with the following
    struct Varyings
    code block. This changes the struct to use the URP name of
    Varyings
    instead of
    v2f
    , and updates the shader to use the correct variables for URP.
    struct Varyings{ // The positions in this struct must have the SV_POSITION semantic. float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0;};
  5. Beneath the include statement and above the
    Varyings
    struct, define a new struct with the name
    Attributes
    . This is equivalent to the Built-In Render Pipeline's
    appdata
    struct.
  6. Add the variables shown below to the
    Attributes
    struct.
    struct Attributes{ float4 positionOS : POSITION; float2 uv : TEXCOORD0;};
  7. Update the
    v2f vert
    function definition to use the new
    Varyings
    struct and take an instance of the
    Attributes
    struct as an input, as shown below.
    Varyings vert(Attributes IN)
  8. Update the vert function to output an instance of the
    Varyings
    struct and use the
    TransformObjectToHClip
    function to convert from object space to clip space. The function also needs to take the input
    Attributes
    UV and pass it to the output
    Varyings
    UV.
    Varyings vert(Attributes IN){ Varyings OUT; OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); OUT.uv = IN.uv; return OUT;}
    Note
    URP shaders use suffixes to indicate the space.
    OS
    means object space, and
    HCS
    means homogeneous clip space.
  9. Place a
    CBUFFER
    code block around the properties the shader uses, along with the
    UnityPerMaterial
    parameter.
    CBUFFER_START(UnityPerMaterial)float4 _Color;sampler2D _MainTex;CBUFFER_END
    Note
    For a shader to be SRP Batcher compatible, you must declare all material properties within a
    CBUFFER
    code block. Even if a shader has multiple passes, all passes must use the same
    CBUFFER
    block.
  10. Update the
    frag
    function to use the
    Varyings
    input and the type
    half4
    , as shown below. The
    frag
    function must now use this type, as URP shaders do not support fixed types.
    half4 frag(Varyings IN) : SV_Target{ half4 texel = tex2D(_MainTex, IN.uv); return texel * _Color;}
This custom unlit shader is now compatible with the SRP Batcher and ready for use within URP. You can check this in the Inspector window:
  • The warning that Material property is found in another cbuffer no longer appears.
  • The SRP Batcher property displays compatible.

Enable tiling and offset for the shader

Although the shader is now compatible with URP and the SRP Batcher, you can't use use the Tiling and Offset properties without further changes. To add this functionality to the custom unlit shader, use the following steps.
  1. Rename the property
    _MainTex
    to
    _BaseMap
    along with any references to this property.
  2. Remove the
    [NoScaleOffset]
    ShaderLab attribute from the
    _BaseMap
    property. You can now see Tiling and Offset properties in the shader's Inspector window.
  3. Add the
    [MainTexture]
    ShaderLab attribute to the
    _BaseMap
    property and the
    [MainColor]
    attribute to the
    _Color
    property. This tells the Editor which property to return when you request the main texture or main color from another part of your project or in the Editor. The
    Properties
    section of your shader should now look as follows:
    Properties{ [MainTexture] _BaseMap("Main Texture", 2D) = "white" {} [MainColor] _Color("Color", Color) = (1,1,1,1)}
  4. Add the
    TEXTURE2D(_BaseMap)
    and
    SAMPLER(sampler_BaseMap)
    macros above the
    CBUFFER
    block. These macros define the texture and sampler state variables for use later. For more information on sampler states, refer to Using sampler states.
    TEXTURE2D(_BaseMap);SAMPLER(sampler_BaseMap);
  5. Change the
    sampler2D _BaseMap
    variable inside the
    CBUFFER
    block to
    float4 _BaseMap_ST
    . This variable now stores the tiling and offset values set in the Inspector.
    CBUFFER_START(UnityPerMaterial)float4 _Color;float4 _BaseMap_ST;CBUFFER_END
  6. Change the
    frag
    function to access the texture with a macro instead of
    tex2D
    directly. To do this, replace
    tex2D
    with the
    SAMPLE_TEXTURE2D
    macro and add
    sampler_BaseMap
    as an additional parameter, as shown below:
    half4 frag(Varyings IN) : SV_Target{ half4 texel = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv); return texel * _Color;}
  7. In the
    vert
    function, change
    OUT.uv
    to use a macro instead of passing the texture coordinates as
    IN.uv
    directly. To do this, replace
    IN.uv
    with
    TRANSFORM_TEX(IN.uv, _BaseMap)
    . Your
    vert
    function should now look like the following example:
    Varyings vert(Attributes IN){ Varyings OUT; OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); return OUT;}
    Note
    It's important that you define the
    vert
    function after the
    CBUFFER
    block, as the
    TRANSFORM_TEX
    macro uses the parameter with the
    _ST
    suffix.
This shader now has a texture, modified by a color, and is fully SRP Batcher compatible. It also fully supports the Tiling and Offset properties.
To see an example of the complete shader code, refer to the Complete shader code section of this page.

Complete shader code

Shader "Custom/UnlitShader"{ Properties { _BaseMap("Base Map", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv: TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv: TEXCOORD0; }; TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _BaseMap_ST; CBUFFER_END Varyings vert(Attributes IN) { Varyings OUT; OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); return OUT; } half4 frag(Varyings IN) : SV_Target { float4 texel = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv); return texel * _Color; } ENDHLSL } }}