@aqian0/dsh-unity 0.0.0-stage → 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +53 -0
- package/LICENSE-UNITY-COMPANION.md +122 -0
- package/LICENSE.md +31 -0
- package/NOTICE.md +90 -0
- package/README.md +273 -2
- package/cordis.patch.yml +22 -0
- package/docs/design.md +297 -0
- package/icon.svg +16 -0
- package/lib/frontmatter.js +392 -0
- package/lib/gating.js +105 -0
- package/lib/harness.js +16 -0
- package/lib/index.js +171 -0
- package/lib/project.js +210 -0
- package/lib/registry.js +268 -0
- package/lib/requirements.js +214 -0
- package/lib/skills.js +191 -0
- package/lib/types/frontmatter.d.ts +84 -0
- package/lib/types/gating.d.ts +80 -0
- package/lib/types/harness.d.ts +152 -0
- package/lib/types/index.d.ts +75 -0
- package/lib/types/project.d.ts +93 -0
- package/lib/types/registry.d.ts +96 -0
- package/lib/types/requirements.d.ts +67 -0
- package/lib/types/skills.d.ts +54 -0
- package/lib/types/watch.d.ts +34 -0
- package/lib/watch.js +84 -0
- package/locale/en.json +6 -0
- package/locale/zh.json +6 -0
- package/package.json +70 -4
- package/skills/2d-pixel-perfect/SKILL.md +208 -0
- package/skills/2d-pixel-perfect/references/api-reference.md +81 -0
- package/skills/2d-pixel-perfect/references/camera-setup-builtin.cs +40 -0
- package/skills/2d-pixel-perfect/references/camera-setup-urp.cs +49 -0
- package/skills/2d-pixel-perfect/references/pipeline-detection.cs +50 -0
- package/skills/2d-pixel-perfect/references/sprite-settings.cs +37 -0
- package/skills/asset-transformer-toolkit/SECURITY.md +15 -0
- package/skills/asset-transformer-toolkit/SKILL.md +39 -0
- package/skills/asset-transformer-toolkit/references/create-importer.md +121 -0
- package/skills/asset-transformer-toolkit/references/lods.md +61 -0
- package/skills/asset-transformer-toolkit/references/rule-api.md +154 -0
- package/skills/asset-transformer-toolkit/references/ruleblock-api.md +37 -0
- package/skills/asset-transformer-toolkit/references/ruleset-api.md +138 -0
- package/skills/asset-transformer-toolkit/references/rulesets-and-actions.md +227 -0
- package/skills/audio-setup-mixers/SECURITY.md +16 -0
- package/skills/audio-setup-mixers/SKILL.md +127 -0
- package/skills/audio-setup-mixers/references/api.md +162 -0
- package/skills/build-gtk/SECURITY.md +16 -0
- package/skills/build-gtk/SKILL.md +200 -0
- package/skills/build-gtk/references/api-reference.md +33 -0
- package/skills/build-gtk/references/graph-api-gaps.md +96 -0
- package/skills/build-gtk/references/runtime-and-visualization.md +191 -0
- package/skills/build-gtk/references/state-machine-api.md +270 -0
- package/skills/build-gtk/references/where-the-docs-stop.md +49 -0
- package/skills/build-live-game/SKILL.md +159 -0
- package/skills/build-live-game/references/achievements.md +757 -0
- package/skills/build-live-game/references/apis.md +271 -0
- package/skills/build-live-game/references/authentication.md +431 -0
- package/skills/build-live-game/references/battlepass.md +904 -0
- package/skills/build-live-game/references/blueprints-and-samples.md +75 -0
- package/skills/build-live-game/references/cloud-code-cloudbehaviours.md +1111 -0
- package/skills/build-live-game/references/cloud-code-modules.md +1276 -0
- package/skills/build-live-game/references/cloud-code.md +58 -0
- package/skills/build-live-game/references/cloud-save.md +464 -0
- package/skills/build-live-game/references/deployment.md +231 -0
- package/skills/build-live-game/references/orientation.md +30 -0
- package/skills/build-live-game/references/player-account.md +821 -0
- package/skills/build-live-game/references/remote-config.md +96 -0
- package/skills/build-live-game/references/services-overview.md +76 -0
- package/skills/build-live-game/references/tooling.md +375 -0
- package/skills/build-live-game/references/ugs-cli.md +86 -0
- package/skills/craft-game-floors/SECURITY.md +23 -0
- package/skills/craft-game-floors/SKILL.md +134 -0
- package/skills/craft-game-floors/references/art-direction.md +85 -0
- package/skills/craft-game-floors/references/camera-rigs.md +51 -0
- package/skills/craft-game-floors/references/character-motion.md +35 -0
- package/skills/craft-game-floors/references/game-audio.md +47 -0
- package/skills/craft-game-floors/references/game-feel.md +68 -0
- package/skills/craft-game-floors/references/game-shell.md +45 -0
- package/skills/craft-game-floors/references/live-floor.md +35 -0
- package/skills/craft-game-floors/references/placeholder-assets.md +35 -0
- package/skills/craft-game-floors/references/scene-lighting.md +52 -0
- package/skills/craft-game-floors/references/toon-shading.md +34 -0
- package/skills/craft-game-floors/references/vfx.md +40 -0
- package/skills/craft-game-floors/references/visual-scorecard.md +43 -0
- package/skills/create-2d-physics/SECURITY.md +16 -0
- package/skills/create-2d-physics/SKILL.md +128 -0
- package/skills/create-2d-physics/references/2d-physics-core.md +155 -0
- package/skills/create-2d-physics/references/legacy-2d-physics.md +45 -0
- package/skills/create-tile-palette-or-rule-tiles/SKILL.md +95 -0
- package/skills/create-tile-palette-or-rule-tiles/references/hexagonalruletile.md +71 -0
- package/skills/create-tile-palette-or-rule-tiles/references/palette-create.md +38 -0
- package/skills/create-tile-palette-or-rule-tiles/references/ruletile-createempty.md +37 -0
- package/skills/create-tile-palette-or-rule-tiles/references/ruletile-createfromsegment.md +219 -0
- package/skills/create-tile-palette-or-rule-tiles/references/ruletile.md +95 -0
- package/skills/create-tile-palette-or-rule-tiles/scripts/CreatePaletteTemplate.cs +148 -0
- package/skills/create-tile-palette-or-rule-tiles/scripts/ManualWorkflowExample.cs +63 -0
- package/skills/create-tile-palette-or-rule-tiles/scripts/RuleTileGenerator.cs +61 -0
- package/skills/create-tile-palette-or-rule-tiles/scripts/TilemapRuleTileCreateFromSegment.cs +225 -0
- package/skills/fix-3d-physics-collisions/SECURITY.md +17 -0
- package/skills/fix-3d-physics-collisions/SKILL.md +139 -0
- package/skills/fix-3d-physics-collisions/references/collision-checklist.md +80 -0
- package/skills/fix-3d-physics-collisions/references/collision-debugger.md +18 -0
- package/skills/fix-3d-physics-collisions/references/console-errors-table.md +9 -0
- package/skills/fix-3d-physics-collisions/references/kinematic-trigger-facts.md +18 -0
- package/skills/fix-3d-physics-collisions/references/other-symptoms.md +29 -0
- package/skills/fix-3d-physics-collisions/references/raycast-checklist.md +8 -0
- package/skills/fix-3d-physics-collisions/references/topic-map.md +42 -0
- package/skills/fix-3d-physics-collisions/references/trigger-checklist.md +9 -0
- package/skills/fix-3d-physics-collisions/scripts/CollisionDebugger.cs +561 -0
- package/skills/generate-editor-search-query/SECURITY.md +17 -0
- package/skills/generate-editor-search-query/SKILL.md +117 -0
- package/skills/generate-editor-search-query/references/open-search-window.md +70 -0
- package/skills/generate-editor-search-query/references/query-patterns.md +124 -0
- package/skills/implement-in-app-purchases/SKILL.md +82 -0
- package/skills/implement-in-app-purchases/references/api-details.md +41 -0
- package/skills/implement-in-app-purchases/references/api-notes.md +105 -0
- package/skills/implement-in-app-purchases/references/codeless-catalog.md +197 -0
- package/skills/implement-in-app-purchases/references/convert-adapty.md +270 -0
- package/skills/implement-in-app-purchases/references/convert-essentialkit.md +239 -0
- package/skills/implement-in-app-purchases/references/convert-revenuecat.md +277 -0
- package/skills/implement-in-app-purchases/references/convert-unipay.md +145 -0
- package/skills/implement-in-app-purchases/references/migration-v4-to-v5.md +46 -0
- package/skills/implement-in-app-purchases/references/path-add-iap-to-new-project.md +197 -0
- package/skills/implement-in-app-purchases/references/path-convert-native-google-billing.md +302 -0
- package/skills/implement-in-app-purchases/references/path-convert-native-storekit.md +357 -0
- package/skills/implement-in-app-purchases/references/path-implement-iap-d2c.md +253 -0
- package/skills/implement-in-app-purchases/references/platform-notes.md +55 -0
- package/skills/implement-in-app-purchases/references/pre-check.md +207 -0
- package/skills/implement-in-app-purchases/references/topic-map.md +46 -0
- package/skills/initialize-ai-navigation/SKILL.md +109 -0
- package/skills/initialize-ai-navigation/references/navigation-system.md +793 -0
- package/skills/initialize-ai-navigation/references/topic-map.md +66 -0
- package/skills/levelplay-unity-integration/SKILL.md +122 -0
- package/skills/levelplay-unity-integration/references/adding-more-ad-formats.md +15 -0
- package/skills/levelplay-unity-integration/references/banner-api.md +927 -0
- package/skills/levelplay-unity-integration/references/best-practices.md +604 -0
- package/skills/levelplay-unity-integration/references/dependency-resolution.md +94 -0
- package/skills/levelplay-unity-integration/references/examples.md +10 -0
- package/skills/levelplay-unity-integration/references/ilrd-api.md +337 -0
- package/skills/levelplay-unity-integration/references/initialization-api.md +851 -0
- package/skills/levelplay-unity-integration/references/interstitial-api.md +907 -0
- package/skills/levelplay-unity-integration/references/ios-setup.md +463 -0
- package/skills/levelplay-unity-integration/references/migration-sdk-9.md +666 -0
- package/skills/levelplay-unity-integration/references/privacy-settings.md +593 -0
- package/skills/levelplay-unity-integration/references/production-release-checklist.md +22 -0
- package/skills/levelplay-unity-integration/references/rewarded-api.md +918 -0
- package/skills/levelplay-unity-integration/references/step-0-new-or-migration.md +8 -0
- package/skills/levelplay-unity-integration/references/step-1-verify-environment.md +4 -0
- package/skills/levelplay-unity-integration/references/step-10-testing.md +15 -0
- package/skills/levelplay-unity-integration/references/step-2-business-goals.md +12 -0
- package/skills/levelplay-unity-integration/references/step-3-install-sdk.md +55 -0
- package/skills/levelplay-unity-integration/references/step-4-native-dependencies.md +22 -0
- package/skills/levelplay-unity-integration/references/step-5-app-key-and-ad-units.md +18 -0
- package/skills/levelplay-unity-integration/references/step-6-5-privacy-and-regulation.md +51 -0
- package/skills/levelplay-unity-integration/references/step-6-admob-keys.md +16 -0
- package/skills/levelplay-unity-integration/references/step-7-initialize.md +50 -0
- package/skills/levelplay-unity-integration/references/step-8-ad-unit-strategy.md +16 -0
- package/skills/levelplay-unity-integration/references/step-9-implement-ad-units.md +66 -0
- package/skills/levelplay-unity-integration/references/testing-and-validation.md +222 -0
- package/skills/levelplay-unity-integration/references/troubleshooting.md +99 -0
- package/skills/localize-unity-project/SKILL.md +159 -0
- package/skills/localize-unity-project/references/api-notes.md +15 -0
- package/skills/localize-unity-project/references/cjk-fonts.md +83 -0
- package/skills/localize-unity-project/references/docs-map.md +42 -0
- package/skills/localize-unity-project/references/documentation-lookup.md +33 -0
- package/skills/localize-unity-project/references/locale-switching.md +17 -0
- package/skills/localize-unity-project/references/table-completeness-check.md +47 -0
- package/skills/localize-unity-project/references/translating-existing-project.md +47 -0
- package/skills/localize-unity-project/references/translation-strategy.md +41 -0
- package/skills/localize-unity-project/references/troubleshooting.md +12 -0
- package/skills/localize-unity-project/scripts/L10nBatchProcessor.cs +191 -0
- package/skills/localize-unity-project/scripts/LocalizedFontAsset.cs +18 -0
- package/skills/manage-sprite-atlas/SKILL.md +202 -0
- package/skills/manage-sprite-atlas/references/addressables-delivery.md +58 -0
- package/skills/manage-sprite-atlas/references/advanced-manual-authoring.md +19 -0
- package/skills/manage-sprite-atlas/references/api.md +382 -0
- package/skills/manage-sprite-atlas/references/best-practices.md +183 -0
- package/skills/manage-sprite-atlas/references/common-errors.md +123 -0
- package/skills/manage-sprite-atlas/references/complete-workflow.md +61 -0
- package/skills/manage-sprite-atlas/references/custom-packing.md +147 -0
- package/skills/manage-sprite-atlas/references/delivery-mechanism.md +30 -0
- package/skills/manage-sprite-atlas/references/key-requirements.md +21 -0
- package/skills/manage-sprite-atlas/references/manual-authoring.md +39 -0
- package/skills/manage-sprite-atlas/references/namespaces.md +15 -0
- package/skills/manage-sprite-atlas/references/v2-architecture.md +21 -0
- package/skills/manage-sprite-atlas/resources/authoringvsruntime.cs +176 -0
- package/skills/manage-sprite-atlas/resources/buildaddressablespostprocess.cs +59 -0
- package/skills/manage-sprite-atlas/resources/cacheloadedatlases.cs +145 -0
- package/skills/manage-sprite-atlas/resources/cleanupbatchoperations.cs +119 -0
- package/skills/manage-sprite-atlas/resources/createandconfiguremasteratlas.cs +57 -0
- package/skills/manage-sprite-atlas/resources/custompackersetup.cs +88 -0
- package/skills/manage-sprite-atlas/resources/deprecatedmethods.cs +142 -0
- package/skills/manage-sprite-atlas/resources/dontmodifywithoutsaving.cs +120 -0
- package/skills/manage-sprite-atlas/resources/dontpackinruntimebuilds.cs +190 -0
- package/skills/manage-sprite-atlas/resources/dontscriptspriteatlasineditor.cs +114 -0
- package/skills/manage-sprite-atlas/resources/editorconfiguration.cs +95 -0
- package/skills/manage-sprite-atlas/resources/enablespritepacking.cs +172 -0
- package/skills/manage-sprite-atlas/resources/gridspritepacker.cs +50 -0
- package/skills/manage-sprite-atlas/resources/handlelatebinding.cs +147 -0
- package/skills/manage-sprite-atlas/resources/handlenullcases.cs +141 -0
- package/skills/manage-sprite-atlas/resources/migratev1tov2.cs +335 -0
- package/skills/manage-sprite-atlas/resources/multipagepacker.cs +80 -0
- package/skills/manage-sprite-atlas/resources/optimizetexturesettings.cs +191 -0
- package/skills/manage-sprite-atlas/resources/packerdebugging.cs +158 -0
- package/skills/manage-sprite-atlas/resources/packtransform.cs +51 -0
- package/skills/manage-sprite-atlas/resources/platformnames.cs +127 -0
- package/skills/manage-sprite-atlas/resources/queryspritesefficiently.cs +222 -0
- package/skills/manage-sprite-atlas/resources/registercallbacks.cs +152 -0
- package/skills/manage-sprite-atlas/resources/runtimeatlasloader.cs +15 -0
- package/skills/manage-sprite-atlas/resources/runtimespriteaccess.cs +19 -0
- package/skills/manage-sprite-atlas/resources/savespriteatlasasset.cs +107 -0
- package/skills/manage-sprite-atlas/resources/scriptablepacker.cs +81 -0
- package/skills/manage-sprite-atlas/resources/setincludeinbuild.cs +164 -0
- package/skills/manage-sprite-atlas/resources/sizeoptimizedpacker.cs +88 -0
- package/skills/manage-sprite-atlas/resources/spriteatlaslatebinding.cs +123 -0
- package/skills/manage-sprite-atlas/resources/spriteatlasprebuildgenerator.cs +219 -0
- package/skills/manage-sprite-atlas/resources/spritedata.cs +35 -0
- package/skills/manage-sprite-atlas/resources/spritepack.cs +39 -0
- package/skills/manage-sprite-atlas/resources/texturedata.cs +15 -0
- package/skills/manage-sprite-atlas/resources/updatebuildscripts.cs +357 -0
- package/skills/manage-sprite-atlas/resources/updatesettingsconfiguration.cs +135 -0
- package/skills/manage-sprite-atlas/resources/usevariantswisely.cs +179 -0
- package/skills/manage-sprite-atlas/resources/variantatlas.cs +39 -0
- package/skills/migrate-birp-to-urp/SECURITY.md +16 -0
- package/skills/migrate-birp-to-urp/SKILL.md +167 -0
- package/skills/migrate-birp-to-urp/references/capturing-the-editor.md +66 -0
- package/skills/migrate-birp-to-urp/references/complex-shader-situations.md +272 -0
- package/skills/migrate-birp-to-urp/references/conversion-and-rendering-triage.md +113 -0
- package/skills/migrate-birp-to-urp/references/custom-shader-triage.md +123 -0
- package/skills/migrate-birp-to-urp/references/implementation-patterns.md +529 -0
- package/skills/migrate-birp-to-urp/references/migration-workflow.md +265 -0
- package/skills/migrate-birp-to-urp/references/parity-validation-and-troubleshooting.md +114 -0
- package/skills/migrate-birp-to-urp/references/preflight-and-urp-setup.md +195 -0
- package/skills/migrate-birp-to-urp/references/quality-settings-map.md +69 -0
- package/skills/new-unity-project/SECURITY.md +26 -0
- package/skills/new-unity-project/SKILL.md +171 -0
- package/skills/new-unity-project/references/checklist.md +18 -0
- package/skills/new-unity-project/references/common-mistakes.md +15 -0
- package/skills/new-unity-project/references/skill-setup.md +66 -0
- package/skills/new-unity-project/references/step-1-concept.md +13 -0
- package/skills/new-unity-project/references/step-2-platforms-and-create.md +31 -0
- package/skills/new-unity-project/references/step-3-join-and-reconcile.md +16 -0
- package/skills/new-unity-project/references/step-4-source-control.md +9 -0
- package/skills/new-unity-project/references/step-5-packages.md +18 -0
- package/skills/new-unity-project/references/step-6-identity-and-floors.md +20 -0
- package/skills/new-unity-project/references/step-7-visual-baseline.md +75 -0
- package/skills/new-unity-project/references/step-8-first-commit.md +21 -0
- package/skills/new-unity-project/references/step-9-handoff.md +23 -0
- package/skills/optimize-audio/SECURITY.md +16 -0
- package/skills/optimize-audio/SKILL.md +120 -0
- package/skills/optimize-audio/references/diagnostics.md +42 -0
- package/skills/optimize-audio/references/troubleshooting.md +41 -0
- package/skills/optimize-audio/resources/audio-import-api.md +149 -0
- package/skills/optimize-audio/resources/platform-settings.md +48 -0
- package/skills/optimize-text-mesh-pro/SKILL.md +181 -0
- package/skills/optimize-text-mesh-pro/references/dynamic-atlas-and-profiling.md +28 -0
- package/skills/optimize-text-mesh-pro/references/topic-map.md +36 -0
- package/skills/optimize-web/SECURITY.md +16 -0
- package/skills/optimize-web/SKILL.md +157 -0
- package/skills/optimize-web/references/editor-csharp.md +120 -0
- package/skills/optimize-web/references/topic-map.md +49 -0
- package/skills/optimize-web/references/troubleshooting.md +45 -0
- package/skills/optimize-web/references/understand-request.md +19 -0
- package/skills/optimize-web/references/web-assets-quality.md +59 -0
- package/skills/optimize-web/references/web-player-settings.md +39 -0
- package/skills/optimize-web/references/web-profiling-memory.md +71 -0
- package/skills/optimize-web/scripts/WebOptimizer.cs +46 -0
- package/skills/optimize-web/scripts/toktx-examples.sh +11 -0
- package/skills/setup-multiplayer-services/SKILL.md +36 -0
- package/skills/setup-multiplayer-services/references/dgs-entrypoint.md +79 -0
- package/skills/setup-multiplayer-services/references/entrypoints.md +213 -0
- package/skills/setup-multiplayer-services/references/examples.md +33 -0
- package/skills/setup-multiplayer-services/references/implementation-fit.md +30 -0
- package/skills/setup-multiplayer-services/references/underlying-services.md +11 -0
- package/skills/setup-multiplayer-services/references/workflows-prerequisites.md +17 -0
- package/skills/setup-vivox-voice-chat/SECURITY.md +16 -0
- package/skills/setup-vivox-voice-chat/SKILL.md +166 -0
- package/skills/setup-vivox-voice-chat/references/api-reference-lookup.md +28 -0
- package/skills/setup-vivox-voice-chat/references/docs-topic-map.md +13 -0
- package/skills/setup-vivox-voice-chat/references/events-and-participants.md +79 -0
- package/skills/setup-vivox-voice-chat/references/init-and-login.md +92 -0
- package/skills/setup-vivox-voice-chat/references/text-chat.md +93 -0
- package/skills/setup-vivox-voice-chat/references/troubleshooting.md +47 -0
- package/skills/setup-vivox-voice-chat/references/voice-channels.md +92 -0
- package/skills/shader-graph-create-custom-node/SKILL.md +25 -0
- package/skills/shader-graph-create-custom-node/resources/all_hints.hlsl +182 -0
- package/skills/sprite-editor/SECURITY.md +16 -0
- package/skills/sprite-editor/SKILL.md +66 -0
- package/skills/sprite-editor/references/api_reference.md +151 -0
- package/skills/sprite-editor/references/background.md +112 -0
- package/skills/sprite-editor/references/templates.md +72 -0
- package/skills/sprite-editor/scripts/AutomaticSliceTexture.cs +40 -0
- package/skills/sprite-editor/scripts/GenerateNewSpriteRects.cs +200 -0
- package/skills/sprite-editor/scripts/GetTextureSourceImageSize.cs +32 -0
- package/skills/sprite-editor/scripts/GetTextureToSlice.cs +55 -0
- package/skills/sprite-editor/scripts/GridSliceTexture.cs +40 -0
- package/skills/sprite-editor/scripts/IsometricSliceTexture.cs +141 -0
- package/skills/sprite-editor/scripts/README.md +134 -0
- package/skills/sprite-editor/scripts/SetPivotExample.cs +58 -0
- package/skills/sprite-editor/scripts/SpriteToPng.cs +88 -0
- package/skills/sprite-segment-3x3grid/SKILL.md +177 -0
- package/skills/sprite-segment-3x3grid/references/topic-map.md +37 -0
- package/skills/sprite-segment-3x3grid/scripts/SpriteGridAnalysis.cs +119 -0
- package/skills/ui/SKILL.md +142 -0
- package/skills/ui-imgui/SKILL.md +180 -0
- package/skills/ui-imgui/references/gui-elements.md +156 -0
- package/skills/ui-imgui/references/templates.md +141 -0
- package/skills/ui-ugui/SKILL.md +217 -0
- package/skills/ui-ugui/references/layout-and-anchors.md +61 -0
- package/skills/ui-ugui/references/scrollview-setup.md +29 -0
- package/skills/ui-uitk/SKILL.md +229 -0
- package/skills/ui-uitk/references/common-issues.md +74 -0
- package/skills/ui-uitk/references/custom-elements.md +241 -0
- package/skills/ui-uitk/references/painter2d.md +282 -0
- package/skills/ui-uitk/references/pointermanipulator-guide.md +94 -0
- package/skills/ui-uitk/references/svg-icons.md +136 -0
- package/skills/ui-uitk/references/ui-runtime-binding.md +234 -0
- package/skills/ui-uitk/references/uss-guide.md +138 -0
- package/skills/unity-cli/CHANGELOG.md +524 -0
- package/skills/unity-cli/SECURITY.md +68 -0
- package/skills/unity-cli/SKILL.md +160 -0
- package/skills/unity-cli/references/auth-license-cloud.md +318 -0
- package/skills/unity-cli/references/bootstrap-project.md +177 -0
- package/skills/unity-cli/references/build-run-test.md +555 -0
- package/skills/unity-cli/references/catalog-plugins.md +86 -0
- package/skills/unity-cli/references/ci-recipes.md +76 -0
- package/skills/unity-cli/references/cloud-automation.md +819 -0
- package/skills/unity-cli/references/cloud-workflows.md +19 -0
- package/skills/unity-cli/references/collaboration.md +533 -0
- package/skills/unity-cli/references/config-hub.md +239 -0
- package/skills/unity-cli/references/diagnostics-maintenance.md +718 -0
- package/skills/unity-cli/references/docs-workflow.md +179 -0
- package/skills/unity-cli/references/editor-targeting.md +29 -0
- package/skills/unity-cli/references/editors-install.md +490 -0
- package/skills/unity-cli/references/environment-variables.md +42 -0
- package/skills/unity-cli/references/exit-codes.md +47 -0
- package/skills/unity-cli/references/global-flags.md +32 -0
- package/skills/unity-cli/references/integration-advanced.md +1130 -0
- package/skills/unity-cli/references/notes.md +20 -0
- package/skills/unity-cli/references/notifications.md +39 -0
- package/skills/unity-cli/references/playmode-verification-loop.md +279 -0
- package/skills/unity-cli/references/projects-templates.md +997 -0
- package/skills/unity-cli/references/scene-editing-preflight.md +25 -0
- package/skills/unity-cli/references/setup-and-help.md +54 -0
- package/skills/unity-cli/references/version-control.md +612 -0
- package/skills/unity-package-management/SKILL.md +169 -0
- package/skills/unity-package-management/references/discovering-packages.md +66 -0
- package/skills/unity-package-management/references/headless-run.md +31 -0
- package/skills/unity-package-management/references/installer-script.md +92 -0
- package/skills/unity-package-management/references/select-packages.md +126 -0
- package/skills/unity-pipeline/SECURITY.md +17 -0
- package/skills/unity-pipeline/SKILL.md +205 -0
- package/skills/unity-pipeline/references/csharp-eval.md +23 -0
- package/skills/unity-pipeline/references/multiplayer-play-mode.md +103 -0
- package/skills/urp-postprocessing/SECURITY.md +16 -0
- package/skills/urp-postprocessing/SKILL.md +188 -0
- package/skills/urp-postprocessing/references/code-templates.md +150 -0
- package/skills/urp-postprocessing/references/effect-reference.md +86 -0
- package/skills/validate-urp-render-graph-renderer-feature/SKILL.md +92 -0
- package/skills/validate-urp-render-graph-renderer-feature/references/validation-checklist.md +179 -0
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# 4. Choose the Migration Path
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Use the correct path for the project:
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## Path A: Standard 3D Built-in to URP
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- Use this for normal 3D Built-in projects moving to standard URP.
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## Path B: Built-in 2D to URP 2D
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- Use this when the project is primarily 2D and the user expects URP 2D lighting or renderer behavior.
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- Do not treat this as the same workflow as standard URP.
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## Path C: Targeted Material-Only Conversion
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- Use this only when the project is already on URP and the user wants selected materials converted.
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## Path D: Troubleshooting an Existing Migration
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- Use this when the project is already on URP or the migration has already been attempted.
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- Prioritize the highest-impact breakages instead of re-running the entire migration blindly.
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# 6. Conversion Workflow
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For actual conversion work, follow [references/migration-workflow.md](migration-workflow.md).
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1. **Choose the correct Render Pipeline Converter path:**
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- `Built-in Render Pipeline to URP`
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- `Built-in Render Pipeline 2D to URP 2D`
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2. **Initialize converters and inspect the candidate changes** before converting.
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3. **For standard Built-in to URP migration,** prefer the applicable converters described in the reference:
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- `Rendering Settings`
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- `Material Upgrade`
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- `Animation Clip Converter`
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- `Read-only Material Converter`
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- `Post-processing Stack v2 Converter`
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4. **For selected-material conversion,** use the targeted material conversion workflow instead of converting the whole project.
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5. **Review warnings and failures before converting.**
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6. **Run the conversion only after the user confirms the project is safe to change.**
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7. **Verify which shader each material actually landed on** — do not assume the converter chose the 3D
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target. `MaterialUpgrader.FetchAllUpgradersForPipeline` returns the 2D provider set alongside the 3D
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one, and both claim `Standard` at equal priority, so on a 3D project a plain `Standard` material can
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silently convert to `Universal Render Pipeline/2D/Mesh2D-Lit-Default` instead of
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`Universal Render Pipeline/Lit`. Nothing errors and the material does not go magenta, so this is
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invisible unless you read the shader name back — measured on 6000.5.8f1.
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Read every converted material's `shader.name` afterwards and confirm it matches the intended target
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from the mapping table. If any landed on a `2D/` shader in a 3D project, restore those materials from
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the rollback point and convert them with a 3D-filtered upgrader list, or with the manual pattern in
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[references/implementation-patterns.md](implementation-patterns.md).
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7. **After conversion, verify the saved project state.**
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- Re-open or re-query representative assets instead of trusting command output alone.
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- Save both assets and open scenes after scene-level edits. Changes to scene components, camera data, active lighting settings, reflection probes, and PPv2 enable states are not proven by `AssetDatabase.SaveAssets()` alone.
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- Confirm the URP asset is assigned in Graphics and intended Quality levels.
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- For Quality levels, validate by re-querying `QualitySettings.GetRenderPipelineAssetAt(i)` or by reading the saved `customRenderPipeline` entries in `ProjectSettings/QualitySettings.asset`. If they remain `{fileID: 0}`, the Quality levels are not explicitly assigned.
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- Do not call a guessed quality API such as `QualitySettings.SetRenderPipelineAssetAt`; in Unity versions where that API is unavailable, switch to each target level with `QualitySettings.SetQualityLevel(index)`, set `QualitySettings.renderPipeline = urpAsset`, then restore the original level and verify the saved `customRenderPipeline` values.
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- Confirm converted materials actually reference URP shaders.
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- Confirm representative materials that had source albedo textures now have non-null `_BaseMap` values. This check must compare against a pre-conversion material snapshot; do not use post-conversion `_MainTex` as the source of truth.
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- Confirm particle/VFX materials no longer reference Built-in particle shader IDs or legacy shader names; use URP particle shaders such as `Universal Render Pipeline/Particles/Unlit` where appropriate. If material names or paths include `Particle`, `Fog`, `Smoke`, `Steam`, `VFX`, `Additive`, or similar effect terms, preserve transparent/additive behavior rather than defaulting them to URP Lit.
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- Confirm vegetation materials preserve cutout/alpha clipping, render face intent, textures, tint, normals, and expected wind/billboard behavior. If grass/tree cards become solid or static because their specialized shader behavior was lost, material conversion is partial.
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- If PPv2 conversion was attempted, confirm saved URP Volume profiles contain persistent non-null `components` entries and the scene/camera wiring uses URP-compatible components.
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- If baked lighting exists, preserve the old Lighting Data and lightmaps as reference data, then verify whether they still produce acceptable URP visuals. If a new Lighting Settings asset is created, verify the saved scene actually references it after saving/reloading; the asset existing on disk is not enough. In an actual generic migration, attempt rebaking/refreshing when stale baked data or reflection probes affect parity; if that cannot finish in the current turn, report the migration as partial and resume from the lighting/probe phase later.
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- Do not claim "refreshed reflection probes" from intent. Verify new or updated probe outputs, changed saved reflection-probe assets, or successful probe-render tool output. If the existing EXR files remain unchanged, say probes were preserved as reference or still need refresh.
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- If any verification fails, report the item as incomplete/manual follow-up, not as migrated.
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# 7. Shader and Material Triage
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When materials are magenta, shaders fail to compile, or visuals drift heavily, use [references/custom-shader-triage.md](custom-shader-triage.md) first.
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1. **Identify affected materials and shaders.**
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- Inspect the exact material shader assignments, not just scene symptoms.
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2. **Read Console and Inspector errors before editing shader code.**
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3. **Classify the shader case:**
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- simple custom shaders that might be ported safely
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- complex custom shaders that need a scoped migration plan
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- foliage/vegetation shaders that require cutout, two-sided leaves, billboards, terrain detail rendering, or wind behavior
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- package-owned or Asset Store shaders that may require maintainer documentation, scoped custom porting, or manual follow-up
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4. **For complex shader situations,** use [references/complex-shader-situations.md](complex-shader-situations.md).
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5. **Prefer the smallest safe fix.**
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- Restore rendering on representative materials first.
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- Validate the result before scaling the fix to more assets.
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6. **Never bulk search-and-replace shader code across the whole project** unless the mapping is explicit, tested, and scoped.
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# 8. Post-Processing, Cameras, and Rendering-Effect Triage
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Built-in projects often rely on more than material conversion.
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1. **If PPv2 is present,** inspect the converter output and validate the resulting URP volumes, profiles, and camera behavior.
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- Inventory existing `PostProcessVolume`, `PostProcessLayer`, and PPv2 `PostProcessProfile` assets before conversion.
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- Prefer the URP `Post-processing Stack v2 Converter` when available instead of hand-building equivalent profiles from memory.
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- After conversion, verify that saved URP `VolumeProfile` assets contain persistent override components, not an empty `components: []` profile or dangling `{fileID: 0}` component references.
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- If creating a profile by script, `VolumeProfile.Add<T>()` only creates a component object; for persistent profile assets, also call `AssetDatabase.AddObjectToAsset(component, profile)`, mark the profile and component dirty, save assets, reload the asset, and count saved non-null components before reporting success. If the saved profile has `{fileID: 0}` component entries, recreate or repair the profile before claiming migration success.
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- Verify representative scenes contain the intended `Volume` objects and that target cameras have `UniversalAdditionalCameraData` with post-processing enabled when required.
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- If the source scene still only serializes a PPv2 `sharedProfile` reference and no URP `Volume` references the new `VolumeProfile`, PPv2 migration is incomplete even if a URP profile asset exists on disk.
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- If an active URP `Volume` references an empty profile, treat that as incomplete scene wiring, not as active post-processing. Repair the profile or report PPv2 as partial.
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- Check whether old `PostProcessVolume` / `PostProcessLayer` components remain. If they remain, explain whether they are intentionally retained, harmless legacy leftovers, or unresolved migration work.
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- If old PPv2 components are retained only as reference while a URP Volume is active, disable the old PPv2 component/layer for URP visual validation to avoid double post-processing. Do not delete it until parity is accepted or the user approves cleanup.
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- Do not remove PPv2 packages, components, or profiles as a cleanup step until a verified URP replacement exists or the user accepts that those effects will be dropped/manual follow-up.
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- During an actual migration, do not leave common PPv2 parity as a vague manual task if the source profile is available. Create persistent URP overrides for common mappable effects such as Bloom, Color Adjustments/Tonemapping, Vignette, and Depth of Field, then verify the saved profile has non-null components.
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- It is acceptable to mark unsupported or non-equivalent effects as manual follow-up, such as PPv2 Screen Space Reflections or Ambient Occlusion that should become a renderer feature / SSAO setup instead of a direct Volume override.
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- If URP Volume overrides cannot be created reliably, document the PPv2 effects and their URP equivalents instead of claiming they were migrated.
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2. **Do not treat transient tool success as post-processing success.**
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- A command log that says "Added Bloom" is not enough. Re-read the saved `VolumeProfile` asset or inspect the scene after saving/reloading.
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- If the saved profile is empty, say the PPv2 setup was documented or partially prepared, not migrated.
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3. **If grep finds `OnRenderImage`,** treat it as a custom full-screen effect case.
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4. **If grep finds `RenderWithShader` or `SetReplacementShader`,** treat it as a replacement-shader case.
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- These effects often need a deliberate URP renderer-feature or custom-pass strategy.
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5. **If an effect depends on scene color, depth, or normals,** verify the URP-compatible path rather than assuming the Built-in approach still applies.
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6. **If custom cameras were stacking effects in Built-in,** validate camera output explicitly after migration instead of assuming parity.
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7. **For advanced shader/effect troubleshooting questions, provide concrete replacement patterns.**
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- For `GrabPass`, mention `_CameraOpaqueTexture` / Scene Color, the required URP asset setting, and the limitation that transparent ordering can differ from Built-in.
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- For `OnRenderImage`, mention `ScriptableRendererFeature` plus `ScriptableRenderPass`. When showing a Unity 6-style template, use the reference pattern with a temporary `RTHandle` and `Blitter.BlitCameraTexture`.
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- Never recommend `Blitter.BlitCameraTexture(cmd, source, source, material, pass)` or other source-to-source blits as the main `OnRenderImage` replacement. If you are not going to show the safer temporary-target pattern, omit the code sample and explain the architecture instead.
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- For Surface Shaders, state that `#pragma surface` has no direct URP equivalent and choose Shader Graph or a URP HLSL vertex/fragment rewrite based on effect complexity.
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# Custom Shader Triage
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Use this triage for shader and material cases that the Render Pipeline Converter cannot solve automatically.
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## Table of Contents
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- [Official Reference](#official-reference)
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- [Ground Truth](#ground-truth)
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- [Triage Workflow](#triage-workflow)
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- [Classification Guide](#classification-guide)
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- [Manual Conversion Guidance](#manual-conversion-guidance)
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- [Shader Graph Option](#shader-graph-option)
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- [Validation Checklist](#validation-checklist)
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- [Never Rules](#never-rules)
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## Official Reference
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- [Upgrade custom shaders for URP compatibility](https://docs.unity3d.com/Manual/urp/urp-shaders/birp-urp-custom-shader-upgrade-guide.html)
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- [Upgrade material assets to URP or HDRP](https://docs.unity3d.com/Manual/upgrade-material.html)
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- [Render pipeline feature comparison](https://docs.unity3d.com/Manual/render-pipelines-feature-comparison.html)
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## Ground Truth
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- Built-in custom shaders are not automatically upgraded by the Render Pipeline Converter.
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- After URP migration, materials that still rely on unsupported shaders often appear magenta.
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- The safe response is triage first, not blind bulk rewriting.
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- Hand-written ShaderLab shaders can work in URP, but they often need deliberate porting.
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- Shader Graph is often safer than hand-porting when the original visual behavior is conceptually simple.
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## Triage Workflow
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1. Identify which materials are magenta or failing.
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2. Find the shader asset each failing material uses.
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3. Determine how widely each shader is used before changing it.
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4. Inspect Console and Inspector errors before editing shader code.
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5. Separate the cases into:
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- Unity built-in shaders the converter should have handled
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- particle, VFX, fog, smoke, steam, decal, or transparent effect materials that need URP particle/effect shader mapping
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- simple custom shaders that may be rewritten safely
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- complex or package-owned shaders that need scoped manual work
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6. Prefer the smallest safe fix that restores rendering for the user.
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7. Validate representative materials before scaling a fix across the project.
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## Classification Guide
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### Lower-Risk Cases
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These are better candidates for a scoped manual conversion:
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- simple unlit custom shaders
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- legacy particle/fog/smoke materials that can map cleanly to URP particle shaders without changing the intended blend mode
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- very small single-pass shaders
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- effect shaders where the visual intent is narrow and obvious
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- custom shaders used by only one or two materials
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### Medium-Risk Cases
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These often need a representative port and careful validation:
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- shaders with multiple exposed material properties
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- hand-written lit shaders that expect Built-in lighting helpers
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- shaders used across many materials or prefabs
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- shaders that must preserve batching or performance characteristics
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### Higher-Risk Cases
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These should be treated as deliberate migration tasks, not quick fixes:
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- surface shaders
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- `GrabPass`-based shaders
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- large multi-pass shaders
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|
+
- package-owned shaders
|
|
73
|
+
- water, foliage, toon, outline, x-ray, or dissolve frameworks
|
|
74
|
+
- shaders tied to custom lighting models, replacement shaders, fullscreen image effects, or camera callbacks
|
|
75
|
+
- shaders that assume specific Built-in forward/deferred behavior
|
|
76
|
+
- shaders with platform-specific or XR-specific paths
|
|
77
|
+
- vegetation shaders that rely on cutout alpha, two-sided leaf cards, billboards, terrain detail rendering, wind animation, or SpeedTree-style behavior
|
|
78
|
+
|
|
79
|
+
For advanced cases, continue with [complex-shader-situations.md](complex-shader-situations.md).
|
|
80
|
+
|
|
81
|
+
## Manual Conversion Guidance
|
|
82
|
+
|
|
83
|
+
The official URP guide shows a typical direction for simple shader rewrites:
|
|
84
|
+
|
|
85
|
+
- move from `CGPROGRAM` to `HLSLPROGRAM`
|
|
86
|
+
- use URP shader library includes such as `Core.hlsl`
|
|
87
|
+
- add the URP render pipeline tag
|
|
88
|
+
- rewrite incompatible Built-in pipeline code instead of expecting compatibility
|
|
89
|
+
|
|
90
|
+
Do not assume this is enough for lit, multi-pass, or effect-heavy shaders.
|
|
91
|
+
|
|
92
|
+
Do not generalize one sample shader rewrite across an entire project.
|
|
93
|
+
|
|
94
|
+
## Shader Graph Option
|
|
95
|
+
|
|
96
|
+
If the original shader behavior is conceptually simple, recreating it in Shader Graph can be safer than hand-porting a complex Built-in shader.
|
|
97
|
+
|
|
98
|
+
Good Shader Graph candidates include:
|
|
99
|
+
|
|
100
|
+
- simple unlit or fresnel-based materials
|
|
101
|
+
- color-mask, dissolve, or rim-light effects
|
|
102
|
+
- sprite and VFX-style materials with limited lighting requirements
|
|
103
|
+
- simple distortion or scene-color-driven effects that have a URP-compatible replacement path
|
|
104
|
+
|
|
105
|
+
## Validation Checklist
|
|
106
|
+
|
|
107
|
+
After triaging or porting a shader:
|
|
108
|
+
|
|
109
|
+
1. Validate at least one representative material in-scene.
|
|
110
|
+
2. Check Console and Inspector for shader warnings and errors.
|
|
111
|
+
3. Check whether the shader still supports the required rendering path and passes.
|
|
112
|
+
4. Check whether batching or performance changed significantly.
|
|
113
|
+
5. For particle and VFX materials, confirm blend mode, softness, alpha clipping, and sorting still look correct.
|
|
114
|
+
6. For foliage and vegetation materials, confirm grass/tree cards are not solid opaque quads, cutout thresholds are preserved, leaves render from the expected sides, texture/tint/normal data survived, and wind or billboard behavior is either still working or explicitly listed as manual follow-up.
|
|
115
|
+
7. Only then consider applying the same approach to more materials.
|
|
116
|
+
|
|
117
|
+
## Never Rules
|
|
118
|
+
|
|
119
|
+
- NEVER claim that Render Pipeline Converter handles custom shaders automatically.
|
|
120
|
+
- NEVER bulk search-and-replace shader code across a project without a verified mapping.
|
|
121
|
+
- NEVER promise perfect visual parity after a shader port without validation.
|
|
122
|
+
- NEVER continue editing shader files when Console errors show the approach is diverging. Stop, summarize the blocker, and propose the next safe step instead.
|
|
123
|
+
- NEVER treat package-owned shaders as safe to rewrite blindly. Check whether the package already has URP support first.
|