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Fixed
Fixed in 6000.0.X, 6000.3.10f1, 6000.4.0a1
Won't Fix in 6000.2.X
Votes
11
Found in
6000.0.38f1
6000.1.0b6
6000.2.0a3
6000.3.0a1
6000.4.0a1
Issue ID
UUM-97475
Regression
No
GBuffer/Render Deferred Lighting and Render Pass related Errors constantly thrown after switching a Build Profile
Steps to reproduce:
- Open the attached project named "PlatformSwitchCase"
- Open the Sample Scene
- Switch Build Profile
- Observe the Console and Scene windows
Actual results: Errors referencing Gbuffer and render passes are constantly thrown and the Scene view is rendered in solid black
Expected results: The Build Profile is switched without warnings or errors
Reproducible with versions: 6000.0.6f1, 6000.0.38f1, 6000.1.0b6, 6000.2.0a3
Not reproducible with versions: 2022.3.58f1, 6000.0.5f1
Workaround: Restarting the project or focusing the Game view
Tested on (OS): macOS 15.3, Windows 11
Notes:
- Preconditions for the bug to occur:
** Game View must not be visible
** Active Scene must contain a VFX graph object
** The project must be using a Deferred or Deferred+ render path
* The project must be using a default Mobile renderer (From the URP 3D template) or a PC renderer with the SSAO render feature removed
Tested with Web and iOS Build profiles
Full Errors:
- Draw GBuffer/Render Deferred Lighting/Draw Opaques Forward Only/DrawSkybox: Unable to create transient attachment 1 with format RGBA8 sRGB and 1 samples.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
- NextSubPass: Not inside a Renderpass
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
- EndRenderPass: Not inside a Renderpass
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
- Metal: Error creating pipeline state (Hidden/Universal Render Pipeline/StencilDeferred): Shaders reads from a color attachment whose pixel format is MTLPixelFormatInvalid
(null)
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Resolution Note (fix version 6000.3.10f1):
Fixed in 6000.3.10f1
Resolution Note (6000.2.X):
6.2 is no longer a supported release
Resolution Note (fix version 6000.0):
Fixed in 6000.0.69f1