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Render pipelines

Goal: make RCCP's materials and lighting work with the render pipeline your project uses.

A render pipeline is the system Unity uses to draw your game. RCCP supports Built-in, Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP). Its supplied content starts in Built-in.

Before you start

Save your work and keep a backup before converting. The converter changes shared materials and prefabs, removes unused shader folders, and can update demo scenes. It affects more than the scene you have open.

Use Unity 6. RCCP's supplied URP and HDRP shader packages require their Unity 6 pipeline versions (URP 17+ or HDRP 17+).

You do not need to change pipelines just to try RCCP.

1. Check your current pipeline

  1. Open Tools > BoneCracker Games > Realistic Car Controller Pro > Render Pipeline Converter.
  2. Read Detected Render Pipeline at the top.
Result Next action
Built-in No conversion is needed for an unchanged RCCP import. Continue to Your First Drive.
URP or HDRP Continue to step 2.
Unknown Check your project's pipeline configuration before converting.

Check: the detected pipeline matches the one your project is intended to use.

Installing a pipeline package alone does not make it active. If the result is unexpected, check the pipeline assets assigned in Project Settings > Graphics and Quality. The converter reads the currently active pipeline, including a quality-level override.

2. Complete the converter in order

Work from 1 through 6 in the RCCP converter. Wait for each import and compilation to finish before continuing.

Step in the converter What you do
1. Material Conversion Open Unity's material conversion tool using the button. For URP, follow the window's Material Upgrade, Initialize Converters and Convert Assets instructions. For HDRP, use the HDRP Wizard's material conversion.
2. Lens Flare Conversion Convert RCCP's legacy lens flares for the active pipeline.
3. Custom Shader Import Import RCCP's shaders for URP or HDRP. Complete any following import dialog too.
4. Custom Shader Conversion Convert RCCP materials to use those shaders. This is separate from Unity's standard-material conversion in step 1.
5. Remove Old Shaders Remove RCCP shader folders for pipelines you are no longer using.
6. Camera Components / HDRP Demo Scene Setup Run the final camera pass for URP or the demo-scene setup for HDRP.

Step 3 can open another import afterward: URP includes its car-paint package; HDRP includes a volume profile, which holds lighting and post-processing settings. Finish both before step 4 or 6.

Check: all applicable steps finish without a missing-package or missing-profile message.

3. Check the result

  1. Open the RCCP prototype or a demo scene.
  2. Inspect the car and ground for pink materials.
  3. Press Play and check the camera, vehicle lights and effects.
  4. Stop Play Mode.
  5. In Welcome Window > Shaders, use Rescan materials to check for remaining mismatches.

Check: the materials render, and the camera and lights display correctly in the Game view. A successful import alone does not prove the scene looks right.

If something does not work

What you see What to do
RCCP materials are still pink Finish step 3, then run step 4. Unity's step 1 does not replace RCCP's custom shader conversion.
Shader errors mention the other pipeline Confirm the detected pipeline, then use its shader import and conversion steps. Remove unused variants with step 5.
HDRP reports a missing volume profile Finish the second import that follows the HDRP shaders, then repeat step 6.
A step changes nothing Check that its earlier steps finished. Step 4 requires the shaders from step 3.
Built-in materials became pink after changing back from URP/HDRP Reimport RCCP_BuiltinShaders.unitypackage from Assets/Realistic Car Controller Pro/Addons/Installers/, then check affected material assignments.
The import rejects an older Unity version Use the Unity 6 shader packages with Unity 6; packages for Unity 2021–2023 are no longer supplied.

Optional: what differs between pipelines

Feature Built-in URP HDRP
Car paint Built-in path of the multi-pipeline paint shader. URP paint shader path. HDRP body shader variant.
Lens flares Legacy flare components. SRP flare components. SRP flare components.
Customization decals and neons Their choices can be saved, but they do not render. Decal projectors. Decal projectors.
Headlight ground pool Flat quad. Decal projector with a supported renderer setup; otherwise a flat quad. Flat quad.
Post-processing Built-in setup. Volume setup, with camera processing enabled by the conversion. Volume profile imported with the shaders.

For the URP headlight ground pool, the renderer needs a Decal Renderer Feature and must not use deferred rendering. See Lights for the fallback and setup.

Changing pipelines later

First install and configure the new pipeline using its Unity package documentation. Then reopen RCCP's converter and follow this chapter again.

RCCP derives BCG_URP and BCG_HDRP from the active pipeline. Do not use these scripting symbols as a substitute for configuring the pipeline asset.

Conversion is a project operation: its passes scan RCCP content, and the flare pass also checks BCG Shared Assets when present. Keep a backup before switching again.

Next step

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Date: 2026-09-16 02:11
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