Search Issue Tracker
Fixed
Fixed in 2023.2.4f1, 2023.3.0a18
Votes
0
Found in
2023.2.0a18
2023.3.0a15
Issue ID
UUM-57063
Regression
Yes
Errors are thrown when picking VolumetricFog as Fullscreen Debug Mode
Steps to reproduce:
1. Open any HDRP project
2. Go to the Rendering Debugger (Window>Analysis>Rendering Debugger)
3. Go to the Lighting section (sidebar)
4. Select VolumetricFog from the Fullscreen Debug Mode dropdown
Expected result: the debug rendering mode is enabled
Actual result: multiple repeating errors are thrown
Render Graph execution error at pass 'Transparents (Combine and Upsample)' (63)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /home/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:206)
InvalidOperationException: Trying to use a texture (Before Refraction) 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.Rendering.RenderGraphModule.RenderGraphResourceRegistry.GetTexture (UnityEngine.Rendering.RenderGraphModule.TextureHandle& handle) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs:178)
UnityEngine.Rendering.RenderGraphModule.TextureHandle.op_Implicit (UnityEngine.Rendering.RenderGraphModule.TextureHandle texture) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceTexture.cs:68)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline+<>c.<CombineAndUpsampleTransparent>b__952_0 (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+CombineTransparentPassData data, UnityEngine.Rendering.RenderGraphModule.RenderGraphContext context) (at ./Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs:1452)
UnityEngine.Rendering.RenderGraphModule.RenderGraphPass`1[PassData].Execute (UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext renderGraphContext) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs:351)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, System.Int32 passIndex) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs:1983)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /home/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:206)
Render Graph Execution error
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /home/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:206)
Reproducible with: 2023.2.0a18, 2023.2.1f1, 2023.3.0a16
Not reproducible with: 2023.2.0a17
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android][iOS][UnityPlayerActivity] Legacy InputField.onEndEdit is not called when ending text edit
- Transform corruption and/or crash on PhysX::CreateCharacterController when spawning physics objects into Prefab stages
- UNITY_EDITOR data is Serialized into AssetBundle when building on the active Build Target
- "TLS Allocator ALLOC_TEMP_TLS, underlying allocator ALLOC_TEMP_MAIN has unfreed allocations..." error when changing the Packages "Cache Location" folder
- CompilationPipeline.assemblyCompilationFinished() hangs unity when reloading domain
Add comment