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Fix In Review for 6000.0.X, 6000.2.X, 6000.3.X

Fixed in 6000.4.0a1

Votes

11

Found in

6000.0.38f1

6000.1.0b6

6000.2.0a3

6000.3.0a1

6000.4.0a1

Issue ID

UUM-97475

Regression

No

GBuffer/Render Deferred Lighting and Render Pass related Errors constantly thrown after switching a Build Profile

-

Steps to reproduce:

  1. Open the attached project named "PlatformSwitchCase"
  2. Open the Sample Scene
  3. Switch Build Profile
  4. Observe the Console and Scene windows

Actual results: Errors referencing Gbuffer and render passes are constantly thrown and the Scene view is rendered in solid black

Expected results: The Build Profile is switched without warnings or errors

Reproducible with versions: 6000.0.6f1, 6000.0.38f1, 6000.1.0b6, 6000.2.0a3

Not reproducible with versions: 2022.3.58f1, 6000.0.5f1

Workaround: Restarting the project or focusing the Game view

Tested on (OS): macOS 15.3, Windows 11

Notes:

  • Preconditions for the bug to occur:

** Game View must not be visible 
** Active Scene must contain a VFX graph object
** The project must be using a Deferred or Deferred+ render path
* The project must be using a default Mobile renderer (From the URP 3D template) or a PC renderer with the SSAO render feature removed
Tested with Web and iOS Build profiles

Full Errors:

  • Draw GBuffer/Render Deferred Lighting/Draw Opaques Forward Only/DrawSkybox: Unable to create transient attachment 1 with format RGBA8 sRGB and 1 samples.

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

  • NextSubPass: Not inside a Renderpass

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

  • EndRenderPass: Not inside a Renderpass

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

  • Metal: Error creating pipeline state (Hidden/Universal Render Pipeline/StencilDeferred): Shaders reads from a color attachment whose pixel format is MTLPixelFormatInvalid

(null)

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