Search Issue Tracker
Fixed in 13.3.3
Votes
3
Found in [Package]
2022.1.0b1
Issue ID
1385534
Regression
Yes
[HDRP] Creating new Shadergraph causes "Render Graph Execution error at pass SetGlobalColorForCustomPass (24)"
Steps to reproduce:
1. Create a new template project
2. Create blank Shadergraph
3. Observe the errors in console
Render Graph Execution error at pass SetGlobalColorForCustomPass (24)
InvalidOperationException: Trying to use a texture that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once.
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourceRegistry.GetTexture (UnityEngine.Experimental.Rendering.RenderGraphModule.TextureHandle& handle) (at C:/GitHub/Graphics2/Graphics/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs:113)
UnityEngine.Experimental.Rendering.RenderGraphModule.TextureHandle.op_Implicit (UnityEngine.Experimental.Rendering.RenderGraphModule.TextureHandle texture) (at C:/GitHub/Graphics2/Graphics/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceTexture.cs:53)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline+<>c.<SetGlobalColorForCustomPass>b__1055_0 (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+SetGlobalColorPassData data, UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphContext context) (at C:/GitHub/Graphics2/Graphics/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs:1225)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphPass`1[PassData].Execute (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphContext renderGraphContext) (at C:/GitHub/Graphics2/Graphics/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs:151)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, System.Int32 passIndex) (at C:/GitHub/Graphics2/Graphics/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs:1334)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Expected result: creating new Shadergraph should not cause any errors
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Angryman_80
Dec 07, 2021 07:06
Come on Unity fix this!