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Bug Render Pipeline error : the XR layout still contains active passes.

Discussion in 'High Definition Render Pipeline' started by ep1s0de, Feb 14, 2023.

  1. ep1s0de

    ep1s0de

    Joined:
    Dec 24, 2015
    Posts:
    168
    A mistake out of nowhere! HDRP code has not been modified
    Appears after loading the scene
     
    Ryan_PlayfulFoxGames likes this.
  2. ep1s0de

    ep1s0de

    Joined:
    Dec 24, 2015
    Posts:
    168
    I found a problem, it's the lack of material on the decal

    I load scenes and materials with textures from separate bundles and if the dependent bundles are not loaded and there is no material on the decal, this error occurs
     
  3. Duckocide

    Duckocide

    Joined:
    Aug 30, 2014
    Posts:
    35
    Update 9/3/23 - This occurs if I select "gray" scene display filter in prefab view. Not displayed if "hidden" or "normal"

    ...

    I'm getting this as well and I'm not using bundles or decals. I am using URP and shadergraph that use data encoded into a "data" texture and depth / screen textures etc.

    Filling my console window when viewing prefabs, shader graphs, etc. Painful / broken ?!

    UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.6/Runtime/ScriptableRenderer.cs:1484)
    UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.6/Runtime/ScriptableRenderer.cs:1440)
    UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.6/Runtime/ScriptableRenderer.cs:1216)
    UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData& cameraData, System.Boolean anyPostProcessingEnabled) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.6/Runtime/UniversalRenderPipeline.cs:642)
    UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCameraInternal (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.6/Runtime/UniversalRenderPipeline.cs:527)
    UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.6/Runtime/UniversalRenderPipeline.cs:369)
    UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <20ec2084e3e54ecaa99fcb1c13b2e6c2>:0)
    UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <20ec2084e3e54ecaa99fcb1c13b2e6c2>:0)

    (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.6/Runtime/Passes/CopyDepthPass.cs:103)
    UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.6/Runtime/ScriptableRenderer.cs:1484)
    UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.6/Runtime/ScriptableRenderer.cs:1440)
    UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.6/Runtime/ScriptableRenderer.cs:1216)
    UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData& cameraData, System.Boolean anyPostProcessingEnabled) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.6/Runtime/UniversalRenderPipeline.cs:642)
    UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCameraInternal (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.6/Runtime/UniversalRenderPipeline.cs:527)
    UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.6/Runtime/UniversalRenderPipeline.cs:369)
    UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <20ec2084e3e54ecaa99fcb1c13b2e6c2>:0)
    UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <20ec2084e3e54ecaa99fcb1c13b2e6c2>:0)
     
  4. Innovine

    Innovine

    Joined:
    Aug 6, 2017
    Posts:
    522
    Also suffering from this.
    Only occurs with VR and a Reflections asset enabled. I don't have any decals.
     
  5. akig2016

    akig2016

    Joined:
    May 10, 2020
    Posts:
    3
    It got fixed for me when I disabled dynamic resolution bool in camera properties
     
    cooler587 likes this.
  6. DriesVrBase

    DriesVrBase

    Joined:
    Mar 24, 2020
    Posts:
    65
    Same for URP and VR when using the Performant outline asset and it's render feature. Gonna try the dynamic resolution bool now
     
  7. watchagames

    watchagames

    Joined:
    Oct 1, 2017
    Posts:
    26
    Still an issue.
     
  8. DeathPro

    DeathPro

    Joined:
    Jul 28, 2018
    Posts:
    91
    2022.3.2f1 LTS. Same Issue!
     
  9. watchagames

    watchagames

    Joined:
    Oct 1, 2017
    Posts:
    26
    Trying to find where it comes from... so far hard to pin-point.
    my repro (in my game project)

    Editor: Show scene tab, go to Hiearchy fiter/search for one scene element by starting typing its name in the search field:
    then:
    [Exception] ArgumentNullException: Value cannot be null.
    Parameter name: value
    MaterialPropertyBlock.SetTexture() at <56073df97ede4f769c2cc45d546d986d>:0
    Blitter.BlitTexture() at ./Library/PackageCache/com.unity.render-pipelines.core@14.0.8/Runtime/Utilities/Blitter.cs:261
    259: {
    260: s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBias);
    --> 261: s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source);
    262: DrawTriangle(cmd, material, pass);
    263: }
    CopyDepthPass.ExecutePass() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/Passes/CopyDepthPass.cs:186
    184: else
    185: cmd.SetViewport(new Rect(0, 0, cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height));
    --> 186: Blitter.BlitTexture(cmd, source, scaleBias, copyDepthMaterial, 0);
    187: }
    188: }
    CopyDepthPass.Execute() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/Passes/CopyDepthPass.cs:103
    101: m_PassData.copyToDepth = CopyToDepth || !RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R32_SFloat, FormatUsage.Render);
    102: renderingData.commandBuffer.SetGlobalTexture("_CameraDepthAttachment", source.nameID);
    --> 103: ExecutePass(context, m_PassData, ref renderingData.commandBuffer, ref renderingData.cameraData, source, destination);
    104: }
    ScriptableRenderer.ExecuteRenderPass() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:1490
    1488: else
    1489: {
    -->1490: renderPass.Execute(context, ref renderingData);
    1491: context.ExecuteCommandBuffer(cmd);
    1492: cmd.Clear();
    ScriptableRenderer.ExecuteBlock() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:1446
    1444: {
    1445: var renderPass = m_ActiveRenderPassQueue[currIndex];
    -->1446: ExecuteRenderPass(context, renderPass, ref renderingData);
    1447: }
    ScriptableRenderer.Execute() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:1248
    1246: {
    1247: using var profScope = new ProfilingScope(null, Profiling.RenderBlock.afterRendering);
    -->1248: ExecuteBlock(RenderPassBlock.AfterRendering, in renderBlocks, context, ref renderingData);
    1249: }
    UniversalRenderPipeline.RenderSingleCamera() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:650
    649: // Timing scope inside
    --> 650: renderer.Execute(context, ref renderingData);
    651: }
    652: } // When ProfilingSample goes out of scope, an "EndSample" command is enqueued into CommandBuffer cmd
    UniversalRenderPipeline.RenderCameraStack() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:816
    814: baseCameraData.postProcessingRequiresDepthTexture |= cameraStackRequiresDepthForPostprocessing;
    --> 816: RenderSingleCamera(context, ref baseCameraData, anyPostProcessingEnabled);
    817: using (new ProfilingScope(null, Profiling.Pipeline.endCameraRendering))
    818: {
    UniversalRenderPipeline.Render() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:362
    360: if (IsGameCamera(camera))
    361: {
    --> 362: RenderCameraStack(renderContext, camera);
    363: }
    364: else
    RenderPipeline.InternalRender() at <56073df97ede4f769c2cc45d546d986d>:0
    RenderPipelineManager.DoRenderLoop_Internal() at <56073df97ede4f769c2cc45d546d986d>:0
    GUIUtility.ProcessEvent()
     
  10. watchagames

    watchagames

    Joined:
    Oct 1, 2017
    Posts:
    26
    Tried to reimport all my project in a new Unity Project (copying Assets). Same problem.
     
  11. watchagames

    watchagames

    Joined:
    Oct 1, 2017
    Posts:
    26
    One weird thing is that
    looks like ENABLE_VR && ENABLE_XR_MODULE are defined (when I look at the Source: UniversalRenderPipeline.cs)
    Is that normal ?
     
  12. watchagames

    watchagames

    Joined:
    Oct 1, 2017
    Posts:
    26
    @DriesVrBase
    Digging on it, just found out that the HighLight pLus (great outliner asset I use (in replacement of an older one) seems like the pb.
    Still exploring
    -> Foud something:
    If uou diable HighLight plus asset: stop happening
    If you disable Opaque Texture in the Rendering Asset the errors from happening,

    Wrote the Discord of the devs to understand the problem.
     
    Last edited: Aug 1, 2023
    DeathPro likes this.
  13. novaVision

    novaVision

    Joined:
    Nov 9, 2014
    Posts:
    518
    Did you find the solution to resolve this issue? My case a bit different but seems has some similarity.
    Here is my error log

    ArgumentNullException: Value cannot be null.
    Parameter name: mesh
    UnityEngine.Rendering.CommandBuffer.DrawMesh (UnityEngine.Mesh mesh, UnityEngine.Matrix4x4 matrix, UnityEngine.Material material, System.Int32 submeshIndex, System.Int32 shaderPass, UnityEngine.MaterialPropertyBlock properties) (at <e97d84204f8d4aef92b538c5bab948f1>:0)
    UnityEngine.Rendering.CommandBuffer.DrawMesh (UnityEngine.Mesh mesh, UnityEngine.Matrix4x4 matrix, UnityEngine.Material material, System.Int32 submeshIndex, System.Int32 shaderPass) (at <e97d84204f8d4aef92b538c5bab948f1>:0)
    UnityEngine.Rendering.CommandBuffer.DrawMesh (UnityEngine.Mesh mesh, UnityEngine.Matrix4x4 matrix, UnityEngine.Material material, System.Int32 submeshIndex) (at <e97d84204f8d4aef92b538c5bab948f1>:0)
    UnityEngine.Rendering.CommandBuffer.DrawMesh (UnityEngine.Mesh mesh, UnityEngine.Matrix4x4 matrix, UnityEngine.Material material) (at <e97d84204f8d4aef92b538c5bab948f1>:0)
    UnityEngine.XR.ARFoundation.ARBackgroundRendererFeature+ARCameraBackgroundRenderPass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.xr.arfoundation@5.0.7/Runtime/ARFoundation/ARBackgroundRendererFeature.cs:162)
    UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:1490)
    UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:1446)
    UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:1222)
    UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData& cameraData, System.Boolean anyPostProcessingEnabled) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:650)
    UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera baseCamera) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:816)
    UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:362)
    UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <e97d84204f8d4aef92b538c5bab948f1>:0)
    UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <e97d84204f8d4aef92b538c5bab948f1>:0)
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)



    Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now.
    UnityEngine.XR.Simulation.CameraTextureProvider:Update () (at ./Library/PackageCache/com.unity.xr.arfoundation@5.0.7/Runtime/Simulation/Subsystems/CameraTextureProvider.cs:66)

    I also use Kronenct Highlight Plus asset. I tried to reporoduce the issue using ARFoundation Sample project with Hightlight asset used there but it works fine, so it doesn't look like Kronnect asset is a true reason
     
  14. darbotron

    darbotron

    Joined:
    Aug 9, 2010
    Posts:
    352
    Note: this workaround is for URP, but am hoping this also fixes your HDRP issue

    Re: this "filtering the hierarchy with the scene view open causes a bucketload of URP log spam" issue.

    I tracked this issue down to this checkbox.
    upload_2023-8-22_16-30-40.png

    The left hand one causes the issue, the right hand one doesn't.

    If I un-tick the [Opaque Texture] checkbox on the left hand one, then it stops getting the issue.

    I'll make a repro project and submit a Unity bug about it.

    As a workaround to prevent this spam you can use a quality setting with [Opaque Texture] un-ticked when working in the editor.
     
    Last edited: Aug 22, 2023
    MetalInvador and Melanzue like this.
  15. Jack_Martison

    Jack_Martison

    Joined:
    Jun 24, 2018
    Posts:
    143
    Still an issue when fiddling with APV
     
  16. watchagames

    watchagames

    Joined:
    Oct 1, 2017
    Posts:
    26
    Hi yes
    Using latest Unity (2023.3.10) and latest Kronect HL+
    (forgot the details, but pb in unity and small glith in HL+ from what I recall)
     
  17. sdoornbosVirBELA

    sdoornbosVirBELA

    Joined:
    May 12, 2020
    Posts:
    1
    Thanks for this!
     
  18. MetalInvador

    MetalInvador

    Joined:
    Oct 1, 2018
    Posts:
    8
    EDIT
    Nope, that didn't really fix it for me. Yes, the scene is restored to normal, but crashes as soon as I enter play mode. And worse of all, even though I save as soon as I use the search bar, it reverts back to before using the search bar after re-opening Unity so no changes were saved..
    I guess I'll continue relying on modifying my values through prefabs while this is being solved?

    I'm using 2023.1.2f1

     

    Attached Files:

    Last edited: Jan 18, 2024
  19. cooler587

    cooler587

    Joined:
    Mar 24, 2021
    Posts:
    3
    This worked for me for an urp project. Ty

    The error only appears on a mac sillicon for me.