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By Design
By Design in 6000.5.X
Votes
0
Found in
6000.0.64f1
6000.3.1f1
6000.4.0b1
6000.5.0a3
Issue ID
UUM-131886
Regression
Yes
Overlay cameras break URP rendering order on Mac/Metal
Steps to reproduce:
1. Open the “IN-130136” project
2. Open the “BugReproScene” scene
3. Enter Play Mode
4. Open the Game view and observe it
Actual result: The dark box with the circle inside is not visible, and multiple errors in the Console
Expected result: The dark box with the circle inside is visible, and no errors in the Console
Reproducible with: 6000.0.51f1, 6000.0.64f1, 6000.3.1f1, 6000.4.0b1, 6000.5.0a3
Not reproducible with: 6000.0.50f1
Testing environment: macOS 26.1 (M4 Pro)
Not reproducible on: Windows 11 Pro
Notes:
- Reproducible on the macOS Editor (sometimes), Play Mode, and the Player, but not on Windows Standalone
- Not reproducible after disabling Overlay Cameras
Comments (1)
-
NPTP
Feb 18, 2026 22:17
Thanks, I will try the suggested fix! However, I'm not sure how I understand that this is "by design", when the outcome is different on Mac vs. PC platforms, and not reproducible in earlier versions (e.g 6000.0.50f1). If it were by design, wouldn't the issue be visible on both platforms, not just platforms using the Metal API?
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Resolution Note:
Thank you for reporting a bug to Unity.
As mentioned by the developer, the rendergraph pipeline requires specific management of global textures and its state (read/write). For the RecordRenderGraph in LayersToTexturesRenderPass.cs, you can use the following code to fix the issue.
builder.UseAllGlobalTextures(true);
Or if you are expecting to read from a specific texture, use
builder.UseTexture(myTexture);
Resolution Note (6000.5.X):
Thank you for reporting a bug to Unity.
As mentioned by the developer, the rendergraph pipeline requires specific management of global textures and its state (read/write). For the RecordRenderGraph in LayersToTexturesRenderPass.cs, you can use the following code to fix the issue.
builder.UseAllGlobalTextures(true);
Or if you are expecting to read from a specific texture, use
builder.UseTexture(myTexture);