Dynamic Objects Rendering Static on URP

I have an integrated graphics card on my laptop. Specifically, Intel Iris Xe Graphics. For whatever reason, this results in graphics producing static (and other graphical glitches as well). I understand that for game development I should be working with a full graphics card (like my team members), but for the time being I would like to avoid issues.

When post-processing bloom is enabled dynamic objects light up like the heavens:

Our build-target is Vulkan for Android (no issues there) and we are using URP. I did not have issues before switching to URP. And, the more complex the scene, the more static. This leads me to believe there may not be a fix and integrated graphics will not suffice. But just in case, does anyone know of a solution with Unity or Windows?

Much thanks

Maybe enable preventing nana on the camera?

You said build target is android and vulkan, does this happen on windows mode with directx 11 or 12?

Enabling “Stop NaNs” does not seem to make a difference. Good suggestion though. The Windows build (DirectX 12) seems to be glitch-free, which surprised me. So, the issue is only present in scene and play mode.

It sounds like your Intel Iris Xe Graphics are struggling with Unity’s URP, especially when dealing with more complex scenes. The static and glitches you’re seeing are likely due to the GPU not being able to handle the load. One thing you can try is lowering the graphics settings in Unity, like reducing texture resolution and turning off some of the heavier effects. Also, make sure your drivers are up to date, since sometimes that can fix compatibility issues.If URP is causing too much trouble, you could try disabling certain features like post-processing or real-time shadows to see if that helps. Another option might be to switch to the built-in render pipeline temporarily while you’re working on this machine. Even though it’s not ideal, it might make things more manageable until you can use a system with a dedicated GPU.