Steps to reproduce:
1. Create a new HDRP project
2. In the Hierarchy Select the Sky and Fog Volume
3. In the Inspector, scroll down to Add Override and add Screen Space Lens Flare
4. Enable the Intensity property and make it 10+
5. Go Window -> Analysis -> Rendering Debugger -> Rendering -> Rendering Debug -> Fullscreen Debug Mode and select LensFlareScreenSpace
6. Observe the Game View and the Console
Actual results: Game View turns black, and there are errors in the Console
Expected results: Game View has the LensFlareScreenSpace applied, no errors in console
Reproducible with versions: 6000.2.0a6, 6000.5.0b1
Not reproducible with versions: 6000.2.0a5
Tested on: MacOS M4 26.3
Notes:
RenderGraph goes into execution error loop, in playmode, using runtime debug mode, it completely locks out of player input making it impossible to get rid off the error.
Reproduces both in Editor and built Player
Top of the stack:
InvalidOperationException: [AddUnsafePass] This API cannot be called when Render Graph records a pass. Call the API within SetRenderFunc() or outside of AddUnsafePass()/AddComputePass()/AddRasterRenderPass().
UnityEngine.Rendering.RenderGraphModule.RenderGraph.CheckNotUsedWhenRecordingPass () (at ./Library/PackageCache/com.unity.render-pipelines.core@428e2b5ccb19/Runtime/RenderGraph/RenderGraph.cs:1007)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.AddUnsafePass[PassData] (System.String passName, PassData& passData, UnityEngine.Rendering.ProfilingSampler sampler, System.String file, System.Int32 line) (at ./Library/PackageCache/com.unity.render-pipelines.core@428e2b5ccb19/Runtime/RenderGraph/RenderGraph.cs:1182)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.AddUnsafePass[PassData] (System.String passName, PassData& passData, System.String file, System.Int32 line) (at ./Library/PackageCache/com.unity.render-pipelines.core@428e2b5ccb19/Runtime/RenderGraph/RenderGraph.cs:1157)