Search Issue Tracker
In Progress
Fix In Review for 6000.1.X
Under Consideration for 6000.0.X
Votes
9
Found in
6000.0.24f1
6000.1.0a1
Issue ID
UUM-85050
Regression
Yes
The Scene does not get rendered in the Player when MSAA is enabled and more than one Camera is used
Reproduction steps:
1. Open the attached “MSAAURP.zip” project
2. Build and Run the project (File > Build and Run)
3. Observe the Player
Expected result: The Scene is visible
Actual result: Only black screen is visible, the Scene does not get rendered
Reproducible with: 6000.0.22f1, 6000.0.24f1, 6000.1.0a1
Not reproducible with: 2021.3.45f1, 2022.3.51f1, 6000.0.21f1
Reproducible on: Windows 11
Not reproducible on: no other environment tested
Notes:
- Does not reproduce in HDRP
- Reproduces with all Anti Aliasing options (2x, 4x, 8x) and both with 2x Base Cameras or with 1 Base Camera + 1 Overlay Camera
- Also reproduces on IL2CPP Builds
- “NextSubPass: Not inside a Renderpass" error is visible in the Player.Log
-
slojanko
Jan 10, 2025 22:41
This happening, Unity 6 + MSAA + camera stack doesn't work. If you're going to make camera stacking the only way to overlay cameras, please fix MSAA.
-
REDvsGREEN
Jan 04, 2025 23:07
Still on 6.0.28
-
NormalOrange
Nov 05, 2024 21:32
Same issue here. I have a second camera used to render UI on top of everything and builds are rendering nothing and log is being spamed with render errors. Disable MSAA and now it works fine.
-
webik150
Nov 04, 2024 00:16
As a workaround, you can make a simple script that's in every scene and into OnDisable put code that saves the current MSAA level (in a global variable, or playerprefs or anything) and disables MSAA in the current UniversalRenderPipelineAsset. Then in OnEnable you can just set the MSAA again with a delay (coroutine or I'm personally using DOTween for this).
Kinda ugly but seems to work without any issues.
-
webik150
Nov 03, 2024 23:41
Same issue. Weirdly enough, if I make a script that turns MSAA on at least several seconds after the game loads (I guess after the whole scene loads), no error appears and the scene continues to render normally (an anti-aliased). If I load any other scene afterwards though, it does not render and I get rendering errors
`EndRenderPass: Not inside a Renderpass
UnityEngine.Debug:ExtractStackTraceNoAlloc (byte*,int,string)
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.Rendering.ScriptableRenderContext:Submit () (at C:/build/output/unity/unity/Runtime/Export/RenderPipeline/ScriptableRenderContext.cs:117)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.UniversalCameraData) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:887)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:1133)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:469)
UnityEngine.Rendering.RenderPipeline:InternalRender (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>) (at C:/build/output/unity/unity/Runtime/Export/RenderPipeline/RenderPipeline.cs:52)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,UnityEngine.Object) (at C:/build/output/unity/unity/Runtime/Export/RenderPipeline/RenderPipelineManager.cs:152)[C:/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs line 37]
BlitFinalToBackBuffer/Draw UIToolkit/uGUI Overlay: Attachment 0 was created with 1 samples but 8 samples were requested.
UnityEngine.Debug:ExtractStackTraceNoAlloc (byte*,int,string)
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.Rendering.ScriptableRenderContext:Submit () (at C:/build/output/unity/unity/Runtime/Export/RenderPipeline/ScriptableRenderContext.cs:117)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.UniversalCameraData) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:887)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:1133)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:469)
UnityEngine.Rendering.RenderPipeline:InternalRender (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>) (at C:/build/output/unity/unity/Runtime/Export/RenderPipeline/RenderPipeline.cs:52)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,UnityEngine.Object) (at C:/build/output/unity/unity/Runtime/Export/RenderPipeline/RenderPipelineManager.cs:152)[C:/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs line 37]`
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
- Size value in Particle System Curve's tab is highlighted with selection across all tab header
- Particle System Curve's Presets window has no visual indication of what preset is selected
- Blur shader doesn't work when the "Scene Color" Node is attached to the UI "Output" Node
- Particle System Curve presets can't be scrolled and some of them can't be selected if window is too narrow to fit them all
- Mistakes in multiple Particle System Components pop-up
Resolution Note (fix version 6000.1):
Added new Screen.SupportsAntiAliasing() API to notify users/URP when platforms/Gfx APIs implementation doesn't support MSAA backbuffer. Using this new API fixes URP Render Graph issue with camera stacking + MSAA on Windows Standalone.