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Objects Not Visible In Low End Computer. (Shader Error)
Hello,
I'm creating like a voxel editor that reads info from a file and renders each chunk through procedural mesh loading.
It works really great in the development computer, However when testing it on another low end computer, The world is just empty, Nothing is rendered.
And when I checked the error logs, I found this:
WARNING: Shader Unsupported: 'Hidden/Internal-DeferredReflections' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/Internal-DeferredReflections' - Setting to default shader.
WARNING: Shader Unsupported: 'Hidden/CubeBlend' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/CubeBlur' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/CubeCopy' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/Internal-DeferredShading' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/Internal-DeferredShading' - Setting to default shader.
And computer specs:
Version: Direct3D 9.0c [igxprd32.dll 6.14.10.4926]
Renderer: Intel(R) 82945G Express Chipset Family
Vendor: Intel
VRAM: 64 MB (via fallback)
Caps: Shader=20 DepthRT=0 NativeDepth=0 NativeShadow=0 DF16=0 INTZ=0 NULL=0 RESZ=0 SlowINTZ=0
I do know the specs are fairly low but the problem is that the game actually runs and I can move around but doesn't see the objects, So thats really weird.
Any help is appreciated.
Answer by UsmanAbbasi · Dec 30, 2015 at 02:15 PM
It seems that your device does not support these shaders. Open these shaders files and try to add this line in every shader after where last SubShader's bracket is closed :
Fallback "Diffuse"
This means that if no subshader is supported on the device then use the shader which is written after "Fallback". You can write name of any shader which is supported on your device.
How do I just set the shader to always use diffuse or $$anonymous$$imal ? I mean, I didn't even use any shader... The quality of it doesn't matter, I just need it to work.
I actually found it through some googling, I just changed the material's shader to diffuse and it worked. :)
Thanks a lot sir, rewarded.
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