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Configure the render pipeline

Goal: make the RCCP materials and lighting work with the render pipeline of your project.

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

Before you start

CAUTION: Save your work and back up your project before you convert. The converter changes shared materials and prefabs, removes old pipeline variants, and can update demo scenes. The converter changes more than the open scene.

Use Unity 6. The supplied RCCP URP and HDRP shader packages require the Unity 6 pipeline versions (URP 17+ or HDRP 17+).

To try RCCP, you do not have to change the pipeline.

Check the current pipeline

  1. Open Tools > BoneCracker Games > Realistic Car Controller Pro 2 > Maintenance > Render Pipeline Converter.
  2. Read Detected Render Pipeline at the top.
Result Next action
Built-in An unchanged RCCP import needs no conversion. Continue to Your First Drive.
URP or HDRP Continue to the next section.
Unknown Examine the pipeline configuration of your project before you convert.

Check: the detected pipeline is the pipeline that your project must use.

When you install a pipeline package, the pipeline does not become active. If the result is not correct, examine the pipeline assets in Project Settings > Graphics and Quality. The converter reads the active pipeline, including a quality-level override.

Complete the converter steps

Do the steps 1 through 6 in the RCCP converter. Wait for each import and compilation to finish before you continue.

Step in the converter What you do
1. Material Conversion Click the button to open the Unity material conversion tool. For URP, follow the Material Upgrade, Initialize Converters and Convert Assets instructions in the window. For HDRP, use the material conversion of the HDRP Wizard.
2. Lens Flare Conversion Convert the legacy RCCP lens flares for the active pipeline.
3. Custom Shader Import Import the RCCP shaders for URP or HDRP. Also complete the import dialog that follows, if one opens.
4. Custom Shader Conversion Convert the RCCP materials to use those shaders. This step is not the same as the Unity standard-material conversion in step 1.
5. Remove Old Shaders Remove the old pipeline variants. The step keeps the shared Built-in/URP shaders.
6. Camera Components / HDRP Demo Scene Setup Do the last camera pass for URP, or the demo-scene setup for HDRP.

Step 3 can open a second import. Older URP installations can need the separate car-paint package. HDRP includes a volume profile for lighting and post-processing. Complete the second import before step 4 or step 6.

On URP, step 4 also converts the RCCP soft particles to URP Particles Unlit and the Compact City cutout fences to URP Lit. This pass includes materials that only scenes use. For soft-particle intersections, enable Depth Texture on the URP asset. Fence lighting can be different from Built-in, especially on back faces. When Built-in is active, Built-in materials keep their shaders.

The custom Compact City shaders for road, dirt, landscape, parking, window, fence and runway support Built-in and URP in the same shader assets. Import the full demo content so that these shaders have their shared include files.

RCCP CarPaint, legacy Body, WheelBlur, skidmarks, soft particles, facade interiors and light cones support Built-in and URP in their shader assets. CarPaint materials use the same shader in the two pipelines. Step 4 also migrates older CarPaint_URP materials and does not change their paint properties. Headlight splash projectors use URP. Built-in uses the light-cone ground quad as a fallback.

Fake Shadow gives low-cost ground contact when realtime shadows are disabled. The module supports Built-in and URP without a renderer feature.

WheelBlur materials use the same shader in Built-in and URP. Step 4 migrates older WheelBlur_URP materials and keeps their values, texture transforms and render queue. Step 5 keeps the shared Body and WheelBlur shader files. The converter also keeps these files when an older Built-in archive is available.

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

Check the result

  1. Open the RCCP prototype or a demo scene.
  1. Examine the vehicle and the ground for pink materials.
  2. Click Play, then examine the camera, the vehicle lights and the effects.
  3. Stop Play Mode.
  4. In Welcome Window > Shaders, click Rescan materials to find the RCCP materials that do not match the pipeline.

Check: the materials render, and the camera and lights show correctly in the Game view. A successful import does not prove that the scene looks correct.

Conversion does not work

What you see What to do
RCCP materials are still pink Complete step 3, then do step 4. The Unity conversion in step 1 does not replace the RCCP custom shader conversion.
Shader errors name the other pipeline Make sure that the detected pipeline is correct. Then use its shader import and conversion steps. Remove the unused variants with step 5.
HDRP reports a missing volume profile Complete the second import that follows the HDRP shaders, then do step 6 again.
The steps are disabled The scripting symbol of the pipeline is not compiled yet. Wait for Unity to finish compiling. Alternatively, click Register BCG_URP and Recompile on URP or Register BCG_HDRP and Recompile on HDRP.
A step changes nothing Make sure that the earlier steps are complete. Step 4 requires the shaders from step 3.
Built-in materials became pink after you changed back from URP/HDRP In the converter, click 1. Import Built-in Shaders, then 2. Convert RCCP Custom Shaders. If core shader files are missing, install the current RCCP core files again, then convert again.
The import rejects an older Unity version Use the Unity 6 shader packages with Unity 6. RCCP does not supply packages for Unity 2021–2023.

Differences between pipelines

Feature Built-in URP HDRP
Vehicle paint CarPaint shader. The same CarPaint shader. HDRP body shader.
Lens flares Legacy flare components. SRP flare components. SRP flare components.
Customization decals and neons The selection is saved, but decals and neons do not render. Decal projectors. Decal projectors.
Headlight ground pool Flat quad. Decal projector if the renderer supports it. If not, a flat quad. Flat quad.
Post-processing Built-in setup. Volume setup. The conversion enables camera post-processing. Volume profile that imports with the shaders.
Wheel Blur Create New Material Shared WheelBlur shader. The same shared WheelBlur shader. Older installations can use the separate URP variant. HDRP wheel blur shader. Before step 3, the Built-in shader and a Console warning.

Each time you click Wheel Blur Create New Material, the editor makes a separate asset with a unique file name. Remove Material clears the reference on the component and keeps the material asset.

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

Change pipelines later

CAUTION: Back up your project before you change the pipeline again. The conversion is a project operation, not a scene operation.

First, install and configure the new pipeline. Use the Unity package documentation of that pipeline. Then open the RCCP converter again and follow this chapter again.

RCCP sets BCG_URP and BCG_HDRP from the active pipeline. Do not use these scripting symbols in place of the pipeline asset configuration.

The conversion passes scan the RCCP content. The flare, camera, shader and HDRP scene passes also scan BCG Shared Assets, if it is in the project.

Next step

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Date: 2026-11-09 21:50
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