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0

Found in

6000.0.38f1

6000.1.0b6

6000.2.0a3

Issue ID

UUM-97475

Regression

Yes

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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