Quick answer: Run Edit > Rendering > Materials > Convert All Built-in Materials to URP, or manually switch each material to a Universal Render Pipeline shader.

When you install URP into an existing project, every material using a Built-in shader turns pink because those shaders cannot run under the new pipeline. Unity ships an automated converter for exactly this. Here is how to fix it.

How to fix it

1. Run the URP material converter

Open Edit > Rendering > Materials > Convert All Built-in Materials to URP. It remaps Standard, Mobile, and Particle shaders to their Universal Render Pipeline/Lit equivalents and preserves textures and colors.

2. Convert selected materials only

For a partial migration, select materials in the Project window and use Edit > Rendering > Materials > Convert Selected Built-in Materials to URP so you do not touch third-party assets prematurely.

3. Update custom shaders by hand

Hand-written Built-in shaders are not auto-converted; rewrite them as URP shaders (HLSL with Packages/com.unity.render-pipelines.universal includes) or rebuild them in Shader Graph with a URP target.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.