Add URP probe playbook (#7099)

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After the baseline and inventory exist, create a throwaway probe branch. This is not
the migration branch.
Use `docs/URP_PROBE_PLAYBOOK.md` for the branch structure, probe steps, expected
risk areas, and findings template.
Probe goals:
- install URP
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# URP Probe Playbook
Last refreshed: 2026-06-11
This playbook is for the disposable URP probe described in
`docs/URP_MIGRATION_PLAN.md`. The probe is not the migration branch and should not
be merged as-is. Its job is to answer what breaks when Unity's URP tooling is
allowed to touch the project.
## Goals
- Install URP in an isolated branch.
- Create the minimum URP pipeline/renderer assets needed to enter Play Mode.
- Run Unity's Render Pipeline Converter.
- Record compile errors, pink materials, broken shaders, and visual regressions.
- Preserve findings in docs, then discard or reset the probe branch.
## Branch Shape
Use two branches:
| Branch | Purpose | Mergeable |
|---|---|---|
| `codex/urp-probe` | Disposable package/settings/material conversion experiment | No |
| `codex/urp-probe-findings` | Small docs-only summary copied from the probe | Yes |
Do not open a PR from `codex/urp-probe` unless it is clearly marked draft and
experimental. Prefer opening the PR from `codex/urp-probe-findings`.
## Before Starting
1. Confirm `origin/main` is fresh.
2. Confirm the worktree is clean.
3. Capture or review the baseline checklist in
`docs/URP_VISUAL_BASELINE_CHECKLIST.md`.
4. Generate a current inventory with
`Eagle0 > Rendering > Generate URP Migration Inventory`.
5. Keep the inventory output under Unity `Temp/`; do not commit generated reports
unless they are intentionally summarized.
## Probe Steps
1. Create `codex/urp-probe` from `origin/main`.
2. Add the Universal Render Pipeline package using Unity Package Manager.
3. Create a minimal URP Pipeline Asset and Renderer Asset under a clearly named
probe folder, such as `Assets/Settings/URPProbe/`.
4. Assign the URP pipeline asset in:
- `ProjectSettings/GraphicsSettings.asset`
- `ProjectSettings/QualitySettings.asset`
5. Run Unity's Render Pipeline Converter for materials.
6. Enter Play Mode from `Assets/Scenes/Main.unity`.
7. Exercise the baseline views:
- Connection lobby
- Eagle map
- Eagle weather and beast effects
- Shardok terrain, grid, labels, bridges, fires, overlays
- Connection -> Eagle -> Shardok -> Eagle transitions
8. Record the exact failure mode for every broken visual:
- compile error
- pink material
- invisible mesh or sprite
- wrong render order
- lighting/shadow difference
- input or scene-load regression
## Expected High-Risk Areas
- Eagle province map shaders:
- `ProvinceMapShader`
- `ProvinceWeatherMapShader`
- `ProvinceWeatherShader`
- `ProvinceParticleShader`
- Shardok map and overlay shaders:
- `Hex Mesh Shader`
- `maskShader`
- `ClipRectParticleUnlit`
- Third-party 3D materials:
- Polytope Studio character prefabs used by Eagle human-type beast effects
- RRFreelance Orc/Ogre materials used by `OgreEffect`
- Render ordering in Shardok:
- unit text/icons versus fires
- unit text/icons versus bridges
- selection/command overlays versus labels
## Findings Template
Copy this template into the mergeable findings branch after the probe:
```markdown
# URP Probe Findings
Date:
Unity version:
URP package version:
Probe branch commit:
## Summary
- Entered Play Mode:
- Connection usable:
- Eagle usable:
- Shardok usable:
- Build attempted:
## Converter Results
- Materials converted:
- Materials left pink:
- Shader compile errors:
## Visual Regressions
| Area | Expected | Actual | Likely Cause | Next Action |
|---|---|---|---|---|
## Required Migration PRs
1.
2.
3.
## Notes
-
```
## After The Probe
1. Copy findings into a docs-only branch.
2. Delete or abandon `codex/urp-probe`.
3. Do not merge probe-generated package/settings/material churn into main until the
findings have been reviewed and broken visuals have owner PRs.