Attempting to draw with missing bindings -

Same thing here, its really irritating.


same for me and if it crashes unity especially in prefab editing mode
im on Unity 6000.0.32f1

I have this same Problem, Praying it doesn’t crash! I’m just trying to generate lighting!

Yes! This fixed it for me. Thank you.

Im getting it when my scene view camera is looking at UI. The warning stops when the camera looks away

Getting same in Unity 6000.0.39 LTS; not a black screen, but randomly shaders not rendering, console full with the above mentioned warning, and after some time a crash:
d3d12: invalid CBV_SRV_UAV descriptor.

happens on a project upgraded from 2023.2.20; I deleted library and temp folders.
DX11 does seem to run fine, only DX12 is having big problems.

On 6000.0.41 still same issue; as someone above mentioned, it seems to be related to transparent materials in DX12.
There are at least two material features which causes the issue: Receive fog and Transparent writes motion vectors.

I’d consider this a major bug, as even only writing of the warning several times per frame can have severe performance impact. And eventually it leads to a crash.

Edit: also happens with opaque materials in some cases, in my case with a custom function node which used some hlsl.

Another observation: In a new project the issue does not happen. Will try to find out what triggers this behavior, as this is a(nother) show stopper for upgrading to Unity 6 for us.

Hey! After digging around for a couple of hours, I finally found a fix.
Unity 6000.0.44f1
Here’s what worked for me:

  1. Open Package Manager
  2. Remove ā€œHigh Definition RP Configā€
  3. Unity should auto-install a fresh version
  4. Done

It looks like a fix to at least give more info with the warning is in progress:

For me it only happens on Direct3D12 so if you force your editor to run Direct3D11 for windows it might be a temporary solution

I reported the issue. The fix will be to have a proper console log which shows WHICH shader has missing bindings, and only once instead of spamming every frame.
The root cause of the issue are shaders which access some sort of buffer which is not initialised. This is usually not a good idea, so it’s okay to have the warning (besides that some of Unity provided shader should never throw this warning, which is fixable by updating the HDRP config project).
For our own project we fixed all shaders, biggest issue was to find them in the scene, as the warning does not give a hint and was displayed so often that it crashed Unity in the end. After fixing this, DX12 Unity editor was rocksolid.