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Under Consideration for 6000.1.X

In Progress in 6000.0.X

Votes

5

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

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-

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

Comments (3)

  1. 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.

  2. 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.

  3. 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]`

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