Using MSAA render target produce an error.

When I create a render target by RenderTextureDescriptor and set the bindMS with ture, I get this error:

A multisampled texture being bound to a non-multisampled sampler. Disabling in order to avoid undefined behavior. Please use Texture2DMS in the shader.

Whats can I do when process this error?

BindMS means that we don’t resolve the texture before binding it. It means taht each pixel has multiple samples so when you sample it you need to use a Texture2DMS instead of a Texture2D.

Hi I am not a coder but an artist, so I might be somewhat ignorant on this matter.

I’ve been using unity’s old post processing without problems. But now that I’ve changed to the new system I get the abovementioned error when I try to combine post processing with SteamVR.

I am unsure on how to activate the Texture2DMS.

I figured it out.

Had to change the stereo rendering mode to multipass in XR management.

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It is not ideal to use multipass rending for VR. This is not the best workaround. Multipass also won’t work with URP at the moment.

Can you maybe suggest a solution, then?

I’m getting this error too but how do I even find out which texture is causing the issue? I have a lot of textures and just upgraded my project to 2020 with URP. The stacktrace shows absolutely no information.

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for me I was using the deferred rendering path in URP and I had Anti aliasing turned on in the quality section of the pipeline asset, as soon as I turned that off it I stopped getting those errors.

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