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Fixed
Fixed in 6000.0.20f1, 7000.0.0a8
Votes
1
Found in
6000.0.16f1
7000.0.0a1
Issue ID
UUM-78448
Regression
No
[URP2D][RG] "InvalidOperationException: Trying to use a texture (_InternalGradingLut)..." shown when focusing on the Game view
How to reproduce:
1. Open the “ReproProjectRenderGraph“ project
2. Open the “SampleScene“
3. Focus on the Game view
4. Observe the Console window
Expected result: No errors
Actual result: “Render Graph Execution error“, “InvalidOperationException: Trying to use a texture (_InternalGradingLut) 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.“ and “Exception: Mismatch in Fragment dimensions“ error
Reproducible with: 6000.0.16f1
Could not test with: 2021.3.43f1, 2022.3.43f1 (URP does not support RenderGraph)
Reproducible on: macOS 14.5 (Intel), Windows 11 (User's)
Not reproducible on: No other environments tested
Notes:
- Errors are thrown only when the Scene View is focused, if the Scene View is hidden and the Game View is focused, the errors stop
- Reproduces when creating a new scene
Comments (2)
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timmccune
Apr 11, 2025 16:59
I am getting a similar error at runtime in Windows unity 6 (6000.0.26f1), in a scene that is basically just a voiceover with UI that has several TextMeshProUGUI that are being enabled/disabled by a timeline(Like closed caption). It happens at the same spot, everytime. in the timeline. I deleted the "offending" TextmeshProUGUI element and recreated it and the error went away for a while. But pops back up. I tried to control the TextMeshProUGUIs alphas instead but it still results in the error occuring.
Render Graph Execution error
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
InvalidOperationException: Trying to use a texture (_SSAO_OcclusionTexture0) 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.CheckTextureResource (UnityEngine.Rendering.RenderGraphModule.TextureResource texResource) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs:177)
UnityEngine.Rendering.RenderGraphModule.RenderGraphResourceRegistry.GetTexture (System.Int32 index) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs:194)
UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler.NativePassCompiler.ExecuteBeginRenderPass (UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext, UnityEngine.Rendering.RenderGraphModule.RenderGraphResourceRegistry resources, UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler.NativePassData& nativePass) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs:1150)
UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler.NativePassCompiler.ExecuteGraph (UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext, UnityEngine.Rendering.RenderGraphModule.RenderGraphResourceRegistry resources, System.Collections.Generic.List`1[UnityEngine.Rendering.RenderGraphModule.RenderGraphPass]& passes) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs:1394)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.ExecuteNativeRenderGraph () (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.Compiler.cs:42)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.Execute () (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs:1233)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
GrumpkinGames
Sep 17, 2024 08:28
I also get this error when hovering game view with gizmos enabled regardless whether I'm in play or not. It also freezes the game view until I disable gizmos.