A multisampled texture being bound to a non-multisampled sampler. Disabling in order to avoid undefined behavior. Please use Texture2DMS in the shader.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Bug report (Case 1385425)
Reproduce
– open new scene (unity default)
– select main camera in Hierarchy
– error spams 999+++ in Console
after filing report i found that the error happens when RenderPipelinePostProcessData.asset it set in render path “Deferred”
also getting this error after upgrading project to 2020.3.22
im not even using Deferred im using forward renderin…
and don’t know what textures\decals are the culprit
after a few days they sent this and closed it
“A multisampled texture being bound to a non-multisampled sampler errors” is already telling you what the error is. The deferred renderer does have MSAA disabled, so any user created textures need to be created with only 1 sample when deferred mode is enabled. If trying to use MSAA’d textures in the deferred pipeline will give this error. To fix it, make sure your textures are created with MSAA = 1 (it should ignore the URP asset MSAA setting).
at no time did I ever create a texture the error can be reproduced in a blank new Unity project with no 3rd party assets added
the reason for closing is false and i have no idea what texture they are talking about
any texture create is create by unity on open new project
i sent a reply to Unity QA who closed the issue tracker asking them to help explain what they are talking about in closure justification statement, and i still have no reply.
I was able to stop seeing this error after changing “Lit shader mode” to “BOTH” in my HDRP asset
was trying to avoid this because apparently it is not needed.
Hey DEEnvironment, thanks for reporting the issue!
I looked into it and the problem with your bug report was that the included project had compiler errors because of some extra packages in it, so the developers sent it back to QA so they could attach a minimal working repro project to the bug.
So I think there was a misundersanding with the QA department closing it by mistake.
I have just managed to reproduce the issue in a new project with the steps described in this thread and have a fix for it.
It will be included in the next 22.2 released and backported to 21.2.
If you need a temporary workaround, while waiting for the fix, you can replace this line of code in DecalRendererFeature.cs:
m_CopyDepthPass.MssaSamples = 1;
with:
UniversalRenderer ur = (UniversalRenderer) renderer;
if (ur.actualRenderingMode != RenderingMode.Deferred)
m_CopyDepthPass.MssaSamples = 1;
Just in case someone has the same issue: After updating my Quest/VR project to URP the Depth Texture Mode in the Universal Renderer Data was set to “After Transparents”. That together with the Decal Renderer Feature led to the error being shown on Unity 2022.3.20f1. Setting it to “After Opaques” fixes the issue.
I am still facing this issue, is there a resolution ManueleB?. I had a large development project made with URP and shaders written for custom water. I face the above error when I upgrader my project from unity 2021 to 2022.3.21f version. Also the SceneView is completely screwed showing only black BG and terrain in Red, tried many suggestions from net but couldn’t resolve. Kindly guide us. BTW if I create a hello world with URP in unity 2022.3.21f the SceneView is fine. Only for the upgraded a 2021.3.24f URP project the ScreenView is screwed
Hi, is there any solution for HDRP?
I want to use MSAA in Forward in the HDRP pipeline. HDRP without MSAA looks fine. If i enable MSAA i get this error again: (using 2021.3.27)
“A multisampled texture being bound to a non-multisampled sampler. Disabling in order to avoid undefined behavior. Please use Texture2DMS in the shader.
UnityEngine.GUIUtility: ProcessEvent (int,intptr,bool&)”