Reproduction steps:
1. Create and open a 2D URP sample project
2. In the Hierarchy Window, select the “Main Camera” GameObject
3. In the Inspector Window, under the “Camera” component select the Rendering > Post Processing setting
4. In the Hierarchy Window, Create Global Volume by right-clicking and selecting Volume > Global Volume
5. Select the “Global Volume” GameObject
6. In the Inspector Window, under the “Volume” component, press the “New” button to create a new Volume Profile
7. Add the “Motion Blur” override
8. In the “Motion Blur” override, enable the “Intensity” property and change it’s value
9. Enter the Play Mode
10. Observe the Console Window
Expected result: No error is thrown
Actual result: “ArgumentException: Trying to use an invalid resource (pass Motion Blur)” error and “Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now” warning are infinitely thrown
Reproducible with: 2023.3.0a18, 6000.0.3f1
Not reproducible with: 2021.3.38f1, 2022.3.30f1, 2023.3.0a17
Reproducible on: MacOS Sonoma 14.4.1 (Intel), Windows 11
Not reproducible on: No other environment tested
Workaround: Enable the Render Graph Compatibility Mode
Notes:
- Not reproducible with a Built-In RP blank project and the Post Processing Package, a 3D URP blank project, an HDRP blank project
- Setting the “Intensity” property back to zero or selecting a Sprite GameObject throws these errors:
”Render Graph Execution error” and “NullReferenceException: Object reference not set to an instance of an object”
- Some versions throw the “ArgumentException: Trying to access resource of type Texture with an null resource index.” error instead
- the 6000.0.3f1 version did not throw the warning