Hi - we recently updated to the latest plugin release (1.0.3) to enable MSAA in our URP app. It does appear to be working on device (I think!), but I am seeing this spew constantly in the Xcode log:
A non-multisampled texture being bound to a multisampled sampler. Disabling in order to avoid undefined behavior. Please enable the bindMS flag on the texture.
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera(ScriptableRenderContext, CameraData&)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack(ScriptableRenderContext, Camera)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render(ScriptableRenderContext, List`1)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)
I believe it was spamming like this before the 1.0.3 plugin if MSAA was enabled, but would render black since MSAA wasn’t supported yet. But I’m surprised to still see the message. I may play around with the MSAA settings some more, but at the moment we have it set to 4x in our URP render settings. Anyone else seeing this?
I was about to report this as well! Wasn’t sure if I missed something in the MSAA setup. I updated the URP settings (in the settings asset) and modified the Camera (enabled Post Processing and set Anti-Aliasing to FXAA).
I do think it’s working on device though!
Hi there! I didn’t come across this one int my testing. I’ve tried our test project (basically the package samples from com.unity.xr.visionos) with MSAA enabled, and even tried adding some post processing effects but still can’t reproduce the error.
Can you please submit a bug report with a project that reproduces the error? Thanks!
I figured out what my issue was. The “Depth Texture” has to be enabled for the main camera (maybe all cameras?). I enabled the option in the URP Asset and set the camera to “Use settings from render pipeline asset”, in case that makes a difference.
hmm if I remember right, we don’t see anything render unless Depth Texture is enabled in our URP asset. I still think I was getting log spam with that checked, but I’ll look again soon and try to make a repro project… Maybe we have another rogue camera somewhere causing this?
I thought I was running with Depth Texture disabled but I might be wrong. I changed a couple other things, but I didn’t think they were the actual fix. The first was assigning the renderer asset inside the app’s Quality Settings inside Player Settings (make sure the correct Level is selected). The second, was making sure the camera had a Universal Additional Camera Data component attached and it was serialized properly. MSAA wasn’t getting properly initialized for me because this TryGetComponent in UniversalRenderPipeline.cs was returning null.
Hope this helps!