Pink is closer to a shader error than a missing texture

When a material becomes bright pink after a URP switch, first check whether its Shader is supported by the active render pipeline. Unity notes that materials must be upgraded when moving from the Built-In Render Pipeline, otherwise they can appear bright pink in Scene view.

That makes the material's Shader and its pipeline support a better first check than reimporting textures or changing colour values.

Inspect project settings and one material together

Confirm whether the project is configured for Built-In, URP, or HDRP, then inspect the Shader on one pink material. For a package or Asset Store asset, check whether the publisher supplies a URP material set or separate import package.

Do not convert an entire production scene as a first experiment. Try a copied sample scene and a few materials, with a version-control commit or project copy available for rollback.

  1. Check the active Render Pipeline Asset in Project Settings.
  2. Inspect the Shader name and the asset publisher's pipeline support for one pink material.
  3. For a Built-In-to-URP move, review applicable options in Window > Rendering > Render Pipeline Converter.
  4. Convert a small sample scene, then reopen the material and inspect its Shader and texture slots.

A custom shader may need more than the converter

If the Console or Inspector reports a shader error, the problem may be something an automatic converter cannot solve. The practical next step may be a compatible replacement, a Shader Graph recreation, or URP-specific HLSL work.

If only one asset turns pink, avoid changing the project pipeline again until you have checked that asset's support. Verify the material in a target-platform build as well as the Editor.

Official documentation checkedUnity 6.2 URP Material Upgrade Manual ↗