URP MSAA not working for WebGL in Unity 6000.0.28?

Was working in 6000.0.21, I upgraded unity version because of this error:

But now in the new version, with nothing changed to the project, the build doesn’t work anymore in WebGL unless i disable MSAA in URP settings.

When MSAA is set to x2, i get this error:

RenderPass: Missing resolve surface for attachment 0. Are you tring to resolve a bindMS rendertarget?

And the game screen is just blue

Any idea how i can enable MSAA x2 in WebGL URP with Unity 6000.0.28 ???

I uploaded a build here:
https://indiemarc.com/demo/webgl-test/

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I get the same errors. Best to report a bug for this especially since it worked just a few versions prior.

Only thing I can think of is try switching Forward / Forward+ to see if the other works. And disabling all postprocessing on the camera for a test.

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Where do I report a bug?

I thought this was the place to do it.

Help => Report a Bug :wink:

In here it may or may not catch someone’s attention. With the bugreporter it gets looked at eventually.

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How did I not know about that. Will be so useful.

I have the same problem in Unity 6000.0.30f1 after upgrade of project from v2022. When I disable Antialiasing, the problem disappears, but of course, this is not what I want.
Any solution on the horizon?
Thanks, T.

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Issue is being worked on, here.
Go vote on the issue.

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I’m getting a lot of people reporting this error on my Discord, it seems that the error is also appearing in Android Studio for android build.

Seems like a very critical error, any way to tell unity to prioritize it ? @CodeSmile

Oh joy - another major Unity 6 bug I have also run into now after upgrading from 2022…
Thanks for determining the cause in advance!

rant: What happened with Unity 6? I don’t remember such a high number of critical bugs in a long-released LTS before?!

You can use SMAA instead, but despite the name it does not handle sub-pixel narrow polygons which still get drawn like a dotted line. MSAA is just the superior choice for fine detail

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No fix after 4 months?!

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@brendanduncan_u3d are you aware of any known issues with MSAA failing due to a missing color resolve attachment?

The MSAA issue is one I’ve been looking at. It happens from a recent URP rendergraph refactor that regressed WebGL, due to WebGL not supporting auto resolve for MSAA (while GLES does support it), and depth only render passes trigger this error. One repro to trigger this error is to enable SMAA on a camera while URP uses MSAA. It can occur in other places, too.

it is being actively worked on, it’s the current highest priority WebGL issue.

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This is an odd bug - if you remove camera stacking, say use a render texture for layering when possible it works. I’m curious what the performance comparison is between camera stacks and fullscreen render texture use is when that is an option (depth buffer not shared etc).
As stated if you turn on SMAA with MSAA you get the bug - there should probably be a Unity warning BTW when you mix up AA like that accidently, as I did, as you really don’t want to AFAIK!

This is still an issue in 6.1.3f

I think this might be in the next update for 6.1 and 6.0, I’m not sure the release schedule. It took a bit longer than expected to get the PR merged. There will be some additional fixes for render graph MSAA resolve coming, I think in the same update, but possibly the following update.

Hi,

I have major issue with MSAA in DX11 in custom image effects in RenderGraph as they do not work, but work in Vulkan RenderGraph or Compatibility mode

Is there a fix on way in some Unity version ?

Note that i dont have overlay cameras or WebGL enabled, is DX11 and DX12 issue.

Thanks

Also please if you make things that simply not work, do not label them as LTS versions or anything, RenderGraph is still largely at a pre-Beta stage, if can call something that is not working at all as be at any stage whatsoever.

I have a million user support requests due to this issue, this is unacceptable.

RenderGraph should have gone out of Beta in a few years when is ready for general use.

@nasos_333 I’ll let the rendergraph & DX teams know, and if you haven’t already, please do file a bug report. There are a number of bug fixes heading out related to MSAA, but without a bug report it’s hard to know for sure the issue you’re seeing will be addressed by those fixes.

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Hi, thanks, will try to isolate to a smaller project and send asap

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Hi, i added the bug report

New Incident created: IN-105312 - MSAA in RenderGraph makes some effects not appear in Unity 6000.0.25

Thanks

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