---
title: BuiltIn Shader - URP Migration FAQ
slug: studio-guide/J3eD7UVccj3rZFBxm-XwZ
docTags: 
createdAt: 2025-09-05T07:08:16.931Z
---

**Q. Can I still use custom shaders (Poi, particle, etc.) in the URP environment?**

A. Custom shaders may not render correctly in URP. This is because URP uses a different shading model and rendering structure than BIRP (Built-in Render Pipeline). URP operates based on Shader Graph and standardized rendering passes (Forward/Universal). Complex shader codes used in BIRP (e.g., custom lighting in Poi, special particle effects) are often not compatible with URP’s HLSL (High-Level Shader Language) structure. Therefore, for stable rendering, we recommend using the **ZEPETO Built-in Shader**.



**Q. What kinds of custom shaders may not render correctly after switching to URP?**

A. Incompatible shaders may appear as magenta (purple). Unity displays unsupported code as magenta errors in URP. For example, Poi shader uses a custom lighting model in BIRP for complex reflections and blending, but URP’s Forward/Universal pass cannot process it, resulting in magenta output. Particle shaders may also fail because URP’s particle system and alpha blending/color calculations differ.

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**Q. Does the ZEPETO Built-in Shader work properly in URP?**

A. Yes. The ZEPETO Built-in Shader is developed directly by ZEPETO, designed to work in URP as closely as possible to BIRP.



**Q. Do currently sold items work properly in URP?**

A. Most items currently sold use BIRP-based shaders. Since URP does not support BIRP’s legacy shader structures, custom shader items may display as magenta or have limited rendering. In contrast, items using the ZEPETO Built-in Shader will be supported through conversion tools to ensure proper operation in URP.

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**Q. Are existing items automatically converted during URP transition?**

A. Items made with Built-in Shader can be converted automatically since ZEPETO manages the shader structures. However, custom shaders vary too much in code and structure to support automatic conversion.

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**Q. What about custom shaders that creators purchased? Will there be prior notice?**

A. Yes, we will provide sufficient revision periods to avoid inconveniences. You may also use regularly scheduled item revision periods.



**Q. Even if shaders are re-created and uploaded, will it be difficult to achieve the exact same colors and effects?**

A. Yes, due to structural differences. URP uses a PBR-based standardized lighting/shading system, while BIRP allows custom passes and greater flexibility. Perfect replication is difficult, but ZEPETO Built-in Shader and conversion tools will maintain similar results as much as possible.

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**Q. Will there be backward compatibility so Built-in-based custom shaders still display correctly in URP?**

A. Due to the diversity of custom shader codes (non-standard lighting, custom passes), backward compatibility is difficult. However, ZEPETO Built-in Shader will be supported with conversion tools.

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**Q. Will the magenta (pink) error issue with custom shaders be solved after URP migration?**

A. ZEPETO Built-in Shader will resolve this issue through conversion tools. Custom shaders, however, cannot be fully supported with a single unified solution.

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**Q. What if existing items don’t work and buyers cannot use them?**

A. Built-in Shader-based items will be supported with conversion tools. For custom shader items, we are reviewing support measures such as re-release after conversion.

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**Q. Will compatibility tools and support solutions be provided during URP migration?**

A. Yes. The ZEPETO Built-in Shader will come with a dedicated conversion tool to ensure stable operation in URP. Additional compatibility and support measures are also being prepared.

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**Q. What happens to existing items that don’t display correctly? Will they be discontinued?**

A. Items will not be discontinued. Instead, they can be revised and re-released. Detailed plans will be announced later.

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**Q. Will ZEPETO Built-in Shader use become mandatory?**

A. It is currently recommended, but long-term plans aim to make it required. Transition will be gradual, with support and tools provided.

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**Q. Will more guidance be provided for such major changes?**

A. Yes. ZEPETO acknowledges the importance of clear communication and guidance. Built-in Shader use is not forced but strongly recommended for stability and review priority. More sessions and guidelines will be provided.

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**Q. Is Built-in Shader changing from “recommended” to “mandatory”?**

A. Apologies for the confusion. Currently it is recommended, but it will gradually become mandatory. Policies and tools will be prepared to help creators transition smoothly.

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**Q. Does the URP transition affect worlds as well as items? Will there be a separate notice?**&#x41;. We are prioritizing items first. World-related policies will also be shared once finalized, with sufficient time and guidance provided.
