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URP on Intel HD Graphics 2000 - fallback options?

Discussion in 'Universal Render Pipeline' started by outoftunegames, Mar 21, 2021.

  1. outoftunegames

    outoftunegames

    Joined:
    May 28, 2020
    Posts:
    18
    Hi there,

    We just had a report of our Early Access game that uses URP ( https://store.steampowered.com/app/1492650/Crooks_Like_Us/ ) having issues with a Windows 10 computer with Intel HD Graphics 2000 chipset. It's an old chipset of course, but it's probably a common one. They had the latest drivers.

    The game runs, most of the scenery ( over 90% of the screen ) shows up as pink. Canvas elements work fine.

    How should we best handle issues like this - is there a suggested way to detect this and fall back?

    Many thanks for any info you can share!
    Mal
     
  2. Meceka

    Meceka

    Joined:
    Dec 23, 2013
    Posts:
    423
    Although I have no experience if it work the same way with URP, Normally you should have a fallback shader in the shader code, which can make it fallback to that if it doesn't work, automatically. You can probably check which shader it is and possibly add a fallback. I think lit shader already should have fallback to simple lit.

    https://docs.unity3d.com/Manual/SL-Fallback.html

    GPU is DirectX 10.1, perhaps it's failing with post-processing or fog?
     
  3. outoftunegames

    outoftunegames

    Joined:
    May 28, 2020
    Posts:
    18