Files
eagle0/docs/URP_THIRD_PARTY_ASSET_AUDIT.md
T

6.8 KiB

URP Third-Party Asset Audit

Last refreshed: 2026-06-14

This audit scopes third-party visual packages after the completed URP migration. It is based on a GUID reference scan from production Unity assets under:

  • Assets/Scenes
  • Assets/Eagle
  • Assets/Shardok
  • Assets/ConnectionHandler
  • Assets/UI
  • Assets/common
  • Assets/Tutorial
  • Assets/Resources
  • Assets/Materials

The scan maps GUIDs from each package folder, then finds production scenes, prefabs, materials, controllers, assets, and scripts that reference those GUIDs. It does not prove runtime code never loads assets by path, but it catches the serialized references that matter most for future render-pipeline maintenance.

Summary

Package Production Use URP Risk Notes
Polytope Studio 20 refs / 18 assets Medium Used by Eagle human-type beast effects. Runtime beast-material compatibility converts active renderers to URP materials; production refs are character prefabs, not environment/water assets.
GUI Pro Kit Fantasy RPG 138 refs / 58 assets Low Production use is UI sprites/icons. No package shader dependency found in production refs.
Modern UI Pack v4.2.0 23 refs / 6 assets Low Production use is UI textures/icons.
RRFreelance Orc/Ogre 2 refs / 2 assets Medium Ogre effect uses custom Built-in surface shaders in source assets, but active renderers are covered by runtime beast-material compatibility under URP.
DungeonMonsters2D 12 refs / 12 assets Medium 2D monster prefabs for Eagle beast effects. Expected to be mostly SpriteRenderer/Animator; keep covered in beast-effect visual checks.
Animal pack deluxe v2 7 refs / 7 assets Medium Elephant effect and controller refs. Verify lit-material conversion.
Animal pack deluxe 24 refs / 24 assets Medium Multiple Eagle animal beast effects. Verify lit-material conversion.
AfricaAnimalsPackLowPoly V2 10 refs / 10 assets Medium Eagle beast effects and controllers. Verify lit-material conversion.
AfricaAnimalsPackv1 8 refs / 8 assets Medium Eagle beast effects and controllers. Verify lit-material conversion.
AustraliaAnimalsPackv1 6 refs / 6 assets Medium Eagle beast effects and controllers. Verify lit-material conversion.
DinoPackLowPolyV1 3 refs / 3 assets Medium Velociraptor effect and controller. Verify lit-material conversion.
HEROIC FANTASY CREATURES FULL PACK Vol 2 12 refs / 12 assets Medium Hippogryph effect and controller. Verify lit-material conversion.
TileableBridgePack 0 refs Low No production serialized refs found. Shardok bridge visuals appear to use project-owned/runtime assets instead.
Stylize Water Texture 1 ref / 1 asset Low Eagle province map material uses one water texture, not a shader.
Terrain Hexes 2 refs / 1 asset Low Shardok scene/container use one rock texture.
Hex Tiles 0 refs Low No production serialized refs found.
4000_Fantasy_Icons 273 refs / 117 assets Low Sprite/icon assets only.
StrategyGameIcons 21 refs / 12 assets Low Sprite/icon assets only.
Clown.fat 14 refs / 10 assets Medium Clown effects and animation clips; also retargeted by Polytope human effects.
Dragon 2 refs / 1 asset Medium Dragon effect mesh/animation. Verify material conversion.
HoneyBadger 2 refs / 1 asset Medium Honey badger effect mesh/animation. Verify material conversion.
Raccoon 2 refs / 1 asset Medium Raccoon effect mesh/animation. Verify material conversion.

Runtime Beast Findings

Polytope Studio

Production assets reference Polytope character prefabs for Eagle map effects:

  • Assets/Eagle/Effects/ArcherEffect.prefab
  • Assets/Eagle/Effects/GiantEffect.prefab
  • Assets/Eagle/Effects/KnightEffect.prefab
  • Assets/Eagle/Effects/MilitiaEffect.prefab
  • Assets/Eagle/Effects/PeasantEffect.prefab
  • Assets/Eagle/Effects/SoldierEffect.prefab

These prefabs ultimately use PT_NPC_Mat, which references Polytope Studio/Lowpoly_Characters/Sources/Modular_NPC/Shaders/PT_Modular_NPC_Shader_PBR.shader. That shader uses Built-in surface shader generation and is not URP-ready as-is. At runtime, Eagle beast effects pass their renderers through BeastMaterialCompatibility.ConfigureRenderer, which replaces non-URP materials with URP/Lit materials and bakes Polytope palette textures when needed. Treat this as covered by the compatibility path unless a future visual regression appears.

Polytope environment and water shaders still exist in the project and include Built-in-only features such as GrabPass, UnityCG.cginc, surface shaders, and tessellation. However, this scan found no production serialized references to the Polytope environment or water assets. Treat them as demo/package risk, not current runtime risk, unless a later inventory run finds production references.

RRFreelance Orc/Ogre

Production assets reference the Orc/Ogre package from:

  • Assets/Eagle/Effects/OgreEffect.prefab
  • Assets/Eagle/Effects/OgreMapAnims.controller

The custom materials reference package shaders that use Built-in surface shader generation in the source assets:

  • RRFreelance-Characters/Orc-Ogre/Shaders/OgreShader.shader
  • RRFreelance-Characters/Orc-Ogre/Shaders/ArmorShader2sided.shader
  • RRFreelance-Characters/Orc-Ogre/Shaders/WeaponShader.shader

At runtime, the Eagle monster-effect path also uses BeastMaterialCompatibility.ConfigureRenderer, so these renderers should be left on the compatibility path unless the Ogre effect becomes pink, dark, or otherwise visibly broken.

Maintenance Guidance

The URP migration is complete; do not convert third-party packages speculatively.

  1. Keep the runtime beast-effect compatibility path covered by existing tests and future visual checks when beast rendering changes.
  2. If compatibility leaves a beast pink, dark, or visibly broken, replace the affected materials with URP/Lit materials before touching unused demo-only shader packs.
  3. Leave Polytope water/vegetation/environment conversion until a production reference appears. They are noisy in the shader inventory but not currently on the game path.
  4. Include Eagle beast effects in the visual baseline. They cover most third-party 3D package risk in one place.
  5. Treat UI sprite packs as low pipeline risk. Their risk is texture import/render ordering, not shader conversion.

Vendor Version / Access Notes

Known versions from existing repo docs:

  • Modern UI Pack: v4.2.0

Most other package versions are not recorded in repo-local metadata. Before hand converting large third-party shader sets, check the Unity Asset Store or vendor account for URP-compatible updates. This especially matters for Polytope Studio, because the package contains many Built-in surface shaders even though only a small character subset is currently used by production assets.