Render Graph Execution error at pass Volumetric Clouds Ambient Probe

How to fix such a bug? The game window works fine, but the scene window just has a black screen

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I am getting the same thing when viewing my scene which includes volumetric clouds in Scene View.

For me, In Game View and in Build/Editor Play these errors do not appear and everything renders and these errors do not appear.

Well, I just found that by toggling the lighting control in scene view the error goes away. Cant view the scene without lighting it seems.

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That doesn’t work for me. :-/

Any particular project this happens on? Does the error occur immediately after a scene is opened? azcoffeehabit was the scene lighting toggle disabled when you faced the error? Would be good if either of you could share a repro project where you face the issue or send over a bug report.

I’m getting this issue in version 2022.1.11f1.3452, (thanks azcoffeehabit toggling the lighting control stops it happening). Happens on some machines and not others.

Actually sorry this is a different error, I misread original post. I get spammed with the following when I enter the prefab editor.

Render Graph Execution error at pass Uber Post (26)
UnityEngine.GUIUtility:processEvent (int,intptr,bool&)


InvalidOperationException: Trying to use a texture (CameraColor) that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once.
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourceRegistry.GetTexture (UnityEngine.Experimental.Rendering.RenderGraphModule.TextureHandle& handle) (at Library/PackageCache/com.unity.render-pipelines.core@13.1.8/Runtime/RenderGraph/RenderGraphResourceRegistry.cs:114)
UnityEngine.Experimental.Rendering.RenderGraphModule.TextureHandle.op_Implicit (UnityEngine.Experimental.Rendering.RenderGraphModule.TextureHandle texture) (at Library/PackageCache/com.unity.render-pipelines.core@13.1.8/Runtime/RenderGraph/RenderGraphResourceTexture.cs:32)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline+<>c.<UberPass>b__953_0 (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+UberPostPassData data, UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphContext ctx) (at Library/PackageCache/com.unity.render-pipelines.high-definition@13.1.8/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs:4741)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphPass`1[PassData].Execute (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphContext renderGraphContext) (at Library/PackageCache/com.unity.render-pipelines.core@13.1.8/Runtime/RenderGraph/RenderGraphPass.cs:151)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, System.Int32 passIndex) (at Library/PackageCache/com.unity.render-pipelines.core@13.1.8/Runtime/RenderGraph/RenderGraph.cs:1337)
UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)


Render Graph Execution error
UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

But turning on scene lighting does stop it.

I’m not sure if i read correctly, but i can say, something simliar happens to to me all the time in the HDRP stuffs. Whenever i switch mode to 2d ui, just constant flickering color (seemingly from the light source maybe? shrug) Very frustrating trying to work on ui with constant flickering color background. And if i try and dare turn off the lights, blam, shader graph error galore spams the editor. This is not any one project in particular, it ‘reproduceable’ in ‘every project’. lol

In my case, it gets extreme though. When trying to edit a 2d ui text field (without the clipping disabled, it just goes to town with the flicker fest.) I dunno… shrug, Unity, heh.

I did find a hacky work around though , by disabling the scene view camera dynamic clipping, it supressed the really wild flickering color while i work on my ui stuffs.

Hi,

I had same error. Blank scene window and bunch of same error messages as in the first post.

I toggled the “scene lightning is used” -button in the scene window and the error messages stopped. Haven’t yet test out extensively, but works for now.

Br, Jukka

Hi,

Try to set the “Camera->Rendering->Anti-aliasing” and “Universial-Rende-rPipneline-Asset->Quality->Anti-Aliasing(MSAA)” to deactive.

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Confirmed this… was getting a similar set of 3 errors after upgrading to unity 6 preview. (6000.0.20f1) Turning off anti-aliasing stopped the errors.

  • Render Graph execution error at pass ‘After Post-Process Objects’ (78)
    UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
  • InvalidOperationException: Trying to use a texture (DBuffer0) that was already released or not yet created. Make sure you declare it for reading in your pass or you don’t read it before it’s been written to at least once.
  • Render Graph Execution error

Is this not fixed yet? The bug seems to still be happening. I turn off MSAA and it goes away…

Hey, can you give me the repro steps and the version you are using by any chance ?

Hello, I think I might’ve replied to the wrong thread, as the errors seen here might not be relevant to what I was seeing. This happens in most recent version. Apparently it’s in review. I figured out exactly what happens, let me explain it again here;

Context for those who stumbled on this thread

Prepasses DON’T have any MSAA afaik, because you should never MSAA the camera normals.

From what I’ve seen, Unity has 2 depth buffers, which have very confusing names. There’s the CameraDepthAttachement and CameraDepthTexture.

resources.activeDepthTexture: CameraDepthAttachement. This is the one with MSAA, and drawn into during the opaque and transparent passes.

resources.cameraDepthTexture: _CameraDepthTexture. This one never has MSAA, and is drawn into during the prepasses I believe. There’s also _CameraDepthNormal/resourceData.cameraNormalsTexture which also doesn’t have MSAA.

What I did wrong

When doing custom prepasses, I was using the wrong depth buffer, I used “_CameraDepthAttachement” when I should be using “_CameraDepthTexture”.

Expected error:

Instead of having an error message like “Oopsy doopsy you tried to use _CameraDepthAttachement in a prepass” or something, it throws out an error on the NEXT render target.

The error I get

E.g. “Render Graph Execution error” and “InvalidOperationException: Trying to use a texture (_MainLightShadowmapTexture) that was already released or not yet created.”
or
“Render Graph Execution error” and “InvalidOperationException: Trying to use a texture (_InternalGradingLut) that was already released or not yet created.”

Now that being said, I don’t know exactly how you guys should tackle this internally, or what would be best for a user standpoint. I know it might not be so easy to create a warning when you use the wrong depth texture.