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Error Log

[Unity] Rendering Error - Assertion failed (URP)

[ Error ]

  • UI GameObject 추가 시 아래와 같은 오류 발생
Assertion failed
UnityEngine.Rendering.Blitter:BlitTexture (UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.RTHandle,UnityEngine.Vector4,UnityEngine.Material,int)
KeepFrameFeature/DrawOldFramePass:Execute (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.RenderingData&) (at Assets/Samples/Universal RP/14.0.8/URP Package Samples/RendererFeatures/KeepFrame/KeepFrameFeature.cs:63)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

ArgumentNullException: Value cannot be null.
Parameter name: value
UnityEngine.MaterialPropertyBlock.SetTexture (System.Int32 nameID, UnityEngine.Texture value) (at <10871f9e312b442cb78b9b97db88fdcb>:0)
UnityEngine.Rendering.Blitter.BlitTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Vector4 scaleBias, UnityEngine.Material material, System.Int32 pass) (at ./Library/PackageCache/com.unity.render-pipelines.core@14.0.8/Runtime/Utilities/Blitter.cs:261)
KeepFrameFeature+DrawOldFramePass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Assets/Samples/Universal RP/14.0.8/URP Package Samples/RendererFeatures/KeepFrame/KeepFrameFeature.cs:63)
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:657)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCameraInternal (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:541)
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:382)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <10871f9e312b442cb78b9b97db88fdcb>:0)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <10871f9e312b442cb78b9b97db88fdcb>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

[ Solve ]

  • Render Pipeline Asset 설정.
    • URP Sample Package > SamplePipelineAsset

[ Document ] 

https://docs.unity3d.com/kr/2019.4/Manual/srp-setting-render-pipeline-asset.html

 

액티브 렌더 파이프라인 에셋 설정 - Unity 매뉴얼

스크립터블 렌더 파이프라인(SRP)에서 프로젝트에는 액티브 렌더 파이프라인 에셋이 있어야 합니다. 이 페이지에는 Unity 에디터와 런타임 시 프로젝트에 대한 렌더 파이프라인 에셋을 설정하는

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