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7000.0.0a16100 shown
Fix issue where Surface Cache brightness would erroneously flicker for patches that were switching from one cascade to another.
Fix speckles/white spots with APV
Linked bug report
UUM-133626: White flickering artifacts are present on dynamic objects when doing rotation/movement and using APV

Reproduction steps: 1. Open the attached project "ReproProj" 2. Open the “/Assets/Scenes/SampleScene.unity” Scene 3. Enter the Play Mode 4. Closely observe the Game view while the car rotates Expected result: No artifacts are present Actual result: White artifacts are flickering Reproducible with: 6000.0.66f1, 6000.3.5f1, 6000.4.0b6, 6000.5.0a5 Reproducible on: Play Mode Windows Standalone Pla…

Retrieved 2026-11-11
Fixed a bug where mixed lights appear fully occluded when using APV and having L2 spherical harmonics disabled.
Fixed a bug where reflection probes sometimes would not be re-baked when baking lighting, if only URP-specific settings were modified.
Linked bug report
UUM-133949: The Reflection Probe fails to update properly when generating lighting in the Lighting window and using a custom Renderer Feature

How to reproduce: 1. Create a new Unity URP Project 2. Import the attached “TestURPFeature“ custom Unity package 3. Navigate to Assets > TestURPFeature 4. Open the “TestURPFeature” Scene 5. Navigate to Assets > Settings > PC_Renderer 6. In the Inspector window, add the “Debug Feature” Renderer Feature 7. In the Lighting window, click on the “Generate Lighting” button 8. Navigate to Assets > Se…

Retrieved 2026-11-11
Fixed a bug where Surface Cache GI did not affect Terrains using custom shader graph shaders.
Fixed a crash in Surface Cache Global Illumination when a scene used more unique materials than the GPU supports in a texture array.
Fixed a heap-buffer-overflow read when deduplicating overlapping Light Probes from multiple loaded scenes.
Fixed Adaptive Probe Volumes baking black probes near terrain surfaces when using Vulkan on some AMD GPUs.
Fixed Adaptive Probe Volumes placing probes as if the scene had no geometry when baking with Vulkan on AMD GPUs.
Linked bug report
UUM-137732: Probe placement fails when baking Adaptive Probe Volumes on Vulkan with AMD GPU

Reproduction steps: 1. Open the attached “IN-136557” project 2. Open the “Scenes/SampleScene” Scene 3. Open the Project Settings window (Edit > Project Settings) 4. In the “Player” tab, make sure the “Graphics API for Windows” is set to “Direct3D11” 5. Open the Lighting window (Window > Rendering > Lighting) 6. Press the “Generate Lighting” button 7. Open the Rendering Debugger window (Window …

Retrieved 2026-11-11
Fixed an "Unknown reflection probe mode" error when baking reflection probes in a scene with Realtime reflection probes.
Linked bug report
UUM-141083: An "Unknown reflection probe mode: 1" error is thrown when baking Realtime Reflection Probes

Steps to reproduce: Create and open a new URP 3D project Create a Reflection Probe in the Hierarchy Change its type to "Realtime" in the Inspector Open Window -> Rendering -> Lighting Next to "Generate Lighting" press the dropdown and select "Bake Reflection Probes" Observe the Console Actual results: An "Unknown reflection probe mode: 1 UnityEditor.GenericMenu:CatchMenu (object,string[],int)"…

Retrieved 2026-11-11
Fixed an error about a missing 'GetMinMaxLuminance' kernel that was logged after every lighting bake when the Editor used Vulkan or OpenGL Core.
GIFix
Fixed an issue where baking lighting with the Unified lightmapper on macOS produced non-finite values in lightmaps for meshes with degenerate triangles.
GIFixmacOSUUM-146654
Fixed an issue where changing the Lighting Data Asset field in the Baked Lightmaps tab of the Lighting window could not be undone and did not appear in Undo History.
Fixed an issue where Generate Lighting baked a cubemap for Realtime Reflection Probes.
Fixed Editor crashes when building a GPU BVH from an empty primitive span or with a maxLeafSize of 0.
Linked bug report
UUM-154597: Crash on GpuBvh.Build when GpuBvhBuildOptions.maxLeafSize is 0 or when the primitive span is empty

Steps to reproduce: Open the attached project Select Bug > "Control - valid options and 8 primitives". The Console shows "CONTROL OK - built 96 nodes" and the Editor is fine. Select Bug > "Crash A - default-constructed GpuBvhBuildOptions". The Editor dies. Reopen the project, then select Bug > "Crash B - empty primitive span, valid options". It dies again, on a different stack. Actual result: …

Retrieved 2026-11-10
Fixed GC allocations every frame in Surface Cache GI, even when nothing in the scene changed.
Fixed GC allocations in Surface Cache GI when many objects are added, removed, or change materials in the same frame.
Fixed light baking failing when the only Global Illumination contributors in a scene had no materials assigned.
Fixed minor bug in QRNG_KRONECKER HLSL sampler (only affecting the QRNG_KRONECKER_ENHANCED_QUALITY mode).
Fixed shader compiler warnings shown in the Inspector when selecting the Adaptive Probe Volumes VoxelizeScene shader.
Fixed Surface Cache failing to start on devices with a maximum graphics buffer size below 256 MB.
Fixed Surface Cache geometry rendering incorrectly after many meshes were added to the scene.
GIFix
Fixed Surface Cache GI and the Compute ray tracing backend never hitting geometry on Adreno 650 GPUs with Vulkan.
Fixed Surface Cache global illumination from a Color environment light rendering black after restarting the Editor.
Fixed Surface Cache Global Illumination not updating in the Scene view while the Editor is idle.
Fixed Surface Cache Global Illumination permanently leaving some screen pixels without a patch.
Fixed Surface Cache reading an incorrect punctual light sample count and frame index.
Fixed the Baked Albedo and Baked Emissive Scene view draw modes showing shifted and cropped textures when using the Unity Compute lightmapper.
GIFix
Fixed the Render Graph Viewer showing a different set of passes on each capture when the Surface Cache Global Illumination renderer feature is active.
Fixed the Surface Cache GI renderer feature running an incorrect defrag shader variant on devices that report a compute subgroup size of 2 or 128.
Fixed the Unity Compute Light Baker information box in Graphics settings not hiding when the Default Light Baker setting was reverted with Reset or Undo.
Fixed UnifiedRayTracing adding all meshLOD levels in the Compute path.
Make Surface Cache check for inline ray tracing support to match its use of RayQuery (instead of checking for ray tracing shader support).
Make Surface Cache compatible with URP's "Accurate Gbuffer normals" mode.
Make Surface Cache Volume Override show a warning if the Surface Cache Renderer Feature is missing.
Prevent MissingReferenceException in Surface Cache
Prevent renderers from throwing errors when using shaders that have no meta pass in Surface Cache GI.
A visualization context will now restore itself on window reopen.
Graph ToolkitFixUUM-152695
Context menus closing will no longer block keyboard shortcuts in Graph Windows.
Graph ToolkitFixWindowsUUM-149835
Fix Copy/Paste of values in fields inside of nodes.
Graph ToolkitFixUUM-151929
Fixed a horizontal scrollbar that appeared in the inspector when a state machine transition was selected, even when the content fit the inspector width.
Graph ToolkitFixUUM-149802
Fixed a NullReferenceException thrown when setting the Title, Subtitle, Tooltip, DefaultColor or FillAmount of a Node created from script before setting its Position.
Linked bug report
UUM-150194: NullReferenceException is thrown when setting the Title of a programmatically created GraphToolkit Node before setting its Position

How to reproduce: Open the attached “GraphToolkitSetTitleError.zip” project In the Project window, double-click the "Sandbox Graph" asset In the top toolbar of the Graph window, click the "Add Custom node" button Observe the Console and Graph editor view Actual result: “NullReferenceException: Object reference not set to an instance of an object” is thrown, and the node is not created Expected…

Retrieved 2026-11-11
Graph ToolkitFixUUM-150194
Fixed an issue where characters typed with an IME, such as Korean or Japanese, were duplicated in string fields on Graph Toolkit nodes.
Graph ToolkitFixUUM-130669
Fixed an issue where converting a variable node with Set value in graph enabled to a constant left an orphaned wire connected to its input.
Graph ToolkitFixUUM-155546
Fixed an issue where loading a truncated or badly merged graph asset silently dropped nodes, variables and states, and saving the graph made the loss permanent. Such assets are now refused with an error that names the file. (UUM-154744).
Graph ToolkitFixUUM-154744
Fixed an issue where short portal names were cut off because the portal node did not keep a minimum width.
Graph ToolkitFixUUM-133912
Fixed bug where GraphLogger messages would be logged twice
Graph ToolkitFixUUM-151632
Fixed IPort.Name returning null for some variable node ports, which caused name-based IsConnectionAllowed rules to throw a NullReferenceException.
Graph ToolkitFixUUM-151603
Fixed MenuContext.ClickedObject being null when right-clicking a node, block, state or condition whose script is missing.
Graph ToolkitFixUUM-155408
Fixed the Graph Inspector's Narrow the Selection list showing internal type names such as VariableDeclarationBase instead of user-facing names such as Variable.
Linked bug report
UUM-154274: Internal class name "VariableDeclarationBase" is shown in the Graph Inspector's "Narrow the Selection" list after using "Create Variable from port"

Steps to reproduce: Open the attached "GTKRepro" project Open the "Assets/GTKRepro_VariableDeclarationBase/ReproGraph.gtkreprovdb" asset In the Graph window, right-click the "A" input port of the "ReproNode" node and select "Create Variable from port" Observe the "Narrow the Selection" list in the Graph Inspector Actual results: The list shows "1 Wire" and "1 VariableDeclarationBase" Expected …

Retrieved 2026-11-11
Graph ToolkitFixUUM-154274
Fixed the graph visualization API so that it no longer throws errors when attempting to customize graph elements that are not visible in the current graph view (such as elements nested within subgraphs).
Graph ToolkitFixUUM-156358
Fixed the Item Library showing outdated variable names and types, and warning about duplicate items, after a blackboard variable was renamed or had its type changed.
Graph ToolkitFixUUM-140026
Fixed the Move items in the menus of a state machine transition rule being disabled when the rule was not selected.
Graph ToolkitFixUUM-158172
Fixed the name of the Graph Toolkit Window in the Overlay Preferences.
Graph ToolkitFixUUM-132386
Session.GraphView is now always resolved on access instead of fetching a cached copy. This fixes bugs related to accessing an outdated graph view through the session.
Graph ToolkitFixUUM-151202
(Graphics) RenderBuffer.GetNativeRenderBufferPtr no longer returns null when called immediately after RenderTexture.Create with graphics jobs enabled.
GraphicsFix
Add a workaround for compiling surface-cache HWRT shaders on MTL.
GraphicsFix
Added Soft Particle Support for on-tile depth.
GraphicsFix
Added the boot.config setting vulkan-pso-max-size-mb to control the size limit of the persistent pipeline state cache (0 = unlimited; default remains 50 MB on Android and unlimited on other platforms). Now when the driver's pipeline cache exceeds the limit, the log now reports the cache size, the limit and the setting to change, instead of only "Failed to get pipeline cache data".
GraphicsFixAndroidUUM-159420
Added warning when the specified Keyword Declaration Override does not match any Keyword Declaration in the project.
GraphicsFixUUM-151445
Ensure correct backbuffer dimensions when using multiple displays.
GraphicsFixUUM-134688
Ensured that GPU skinning intermediate buffers are in GPU memory to improve performance on discrete GPUs.
GraphicsFixUUM-132599
Fix crash when importing Texture2DArrays with small dimensions and many elements
Linked bug report
UUM-153670: Crash on CachedWriter::Write when importing a tiny non-power-of-two Texture2DArray from a package

How to reproduce: 1. Create a new project (any pipeline) 2. Download the attached “IN-153687” package 3. Drag the “IN-153687” package into the Assets folder 4. Click “Import“ 5. Observe the crash Reproducible with: 6000.6.0a6, 6000.6.3f1, 6000.7.0b2, 7000.0.0a1 Not reproducible with: 6000.0.84f1, 6000.3.25f1, 6000.6.0a5 Reproduced on: Windows 11 Not reproduced on: No other environment tested N…

Retrieved 2026-11-10
GraphicsFixUUM-153670
Fix the right eye in XR multi-pass selecting different LODs than the left eye when using camera stacking
GraphicsFixXRUUM-157818
Fixed a CPU performance regression when submitting draw calls in Scriptable Render Pipelines.
GraphicsFixUUM-153988
Fixed a crash in Mesh.GetIndices after Mesh.SetLod, Mesh.SetLods, or MeshData.SetLod accepted a MeshLodRange whose indexStart plus indexCount exceeded the 32-bit range.
GraphicsFixUUM-158653
Fixed a crash on quit in players that use split graphics jobs with DirectX 12 on Universal Windows Platform.
GraphicsFixWindowsUUM-152563
Fixed a crash on Vulkan when pre-warming pipeline state objects with GraphicsStateCollection.WarmUpProgressively.
GraphicsFixUUM-154071
Fixed a crash when a build started while occlusion culling was baking in the background.
GraphicsFixUUM-114053
Fixed a crash when calling Graphics.CreateGraphicsFence or CommandBuffer.CreateGraphicsFence with an undefined GraphicsFenceType value.
GraphicsFixUUM-151166
Fixed a GPU hang with DirectX 12 ray tracing under high GPU memory pressure, for example when baking Adaptive Probe Volumes in a scene with a large Terrain.
GraphicsFixUUM-130872
Fixed a Z-Fighting issue happening on arm-based macs with depth priming enabled. Re-enabling depth priming for WebGPU builds.
GraphicsFixUUM-158250
Fixed an assert "Metal: memoryless texture requires 2D texture." that the Editor logged on Metal when it rendered single-pass XR to memoryless texture arrays.
GraphicsFixXRUUM-154442
Fixed an Editor crash on DirectX 12 when the Frame Debugger inspected a draw that binds a GraphicsBuffer-backed constant buffer inside a native render pass.
GraphicsFixUUM-150243
Fixed an InvalidOperationException when a script disposed the destination NativeArray of an in-flight AsyncGPUReadback request on exiting Play Mode.
Linked bug report
UUM-143136: InvalidOperationException error thrown when deallocating a NativeArray on exiting Play mode after using AsyncGPUReadback.RequestIntoNativeArrayAsync

How to reproduce: 1. Open the attached "AsyncGPUReadbackUndisposable.zip" project 2. Open the "SampleScene" 3. Enter the Play mode 4. Exit Play mode 5. Observe the Console Actual result: "InvalidOperationException: The Unity.Collections.NativeArray1[System.Single] has been set to undisposable and cannot be deallocated." error is thrown in the Console Expected result: No errors are thrown in th…

Retrieved 2026-11-09
GraphicsFixUUM-143136
Fixed an issue where a Line Renderer or Trail Renderer using a 2D sprite material became invisible after turning off Preview in the Animation window or after calling Renderer.SetPropertyBlock.
Linked bug report
UUM-156620: LineRenderer becomes invisible after turning off Preview in the Animation window

Reproduction steps: 1. Create a new Universal 2D template project 2. Create a Material (Assets > Create > Material) and assign any texture to the "Diffuse" slot 3. Create an empty GameObject and add a Line Renderer Component to it 4. Assign the Material to the Line Renderer Component and set its Positions so the line is visible in the Game view (e.g. Index 0: (-4, 0, 0), Index 1: (4, 0, 0)) 5.…

Retrieved 2026-11-11
GraphicsFixUUM-156620
Fixed an issue where URP and HDRP did not upgrade materials when you imported a project with -batchmode -quit.
GraphicsFixUUM-153768
Fixed an out-of-bounds memory read when updating graphics buffers on Metal.
GraphicsFixUUM-153132
Fixed an out-of-bounds memory read when warming up shader variants on Metal.
GraphicsFixUUM-153134
Fixed AsyncGPUReadback.RequestIntoNativeArray logging read/write access and undisposable errors for a NativeArray that was used by a completed job.
Linked bug report
UUM-102552: “AsyncGPUReadback - NativeArray does not have read/write access” error is thrown when using the AsyncGPUReadback:RequestIntoNativeArray after scheduling a job

Reproduction steps: 1. Open the attached “BugRepro” project 2. Open the “Assets/Scenes/SampleScene.unity“ Scene 3. Enter the Play Mode 4. Select the “Job Tester” GameObject in the Hierarchy window 5. In the Inspector window, right-click click on Simple Array Job Tester(Script) and choose "Test Job" 6. Select the “Array Updater” GameObject in the Hierarchy window 7. In the Inspector window, rig…

Retrieved 2026-11-09
GraphicsFixUUM-102552
Fixed batch mode builds overwriting custom render queue settings in materials.
GraphicsFixUUM-147947
Fixed crash in RenderTarget::SetActive when Asset import is triggered, and the camera's target buffers were set using Camera.SetTargetBuffers.
Linked bug report
UUM-148003: Crash on RenderTarget::SetActive when triggering an asset import in Play mode with a camera rendering to multiple render targets

How to reproduce: 1. Open the attached “IN-148522” project 2. Open the “CardTest” scene 3. Enter Play mode 4. Navigate to “Assets” > “V7” > “Materials” 5. Click the “EmissiveBlack” material 6. Press ctrl+D 7. Observe the crash Reproducible with: 6000.0.10f1, 6000.0.80f1, 6000.3.21f1, 6000.5.6f1, 6000.6.0b6, 6000.7.0a3 Reproduced on: Windows 11 Not reproduced on: No other environment tested Fir…

Retrieved 2026-11-11
GraphicsFixUUM-148003
Fixed GLES render pass failure with unsupported MSAA auto-resolve to backbuffer.
GraphicsFixUUM-152645
Fixed Graphics State Collection assets not reimporting when a shader they reference changes.
GraphicsFix
Fixed memory corruption when BC-compressed textures are decompressed on the CPU, such as when the GPU does not support the format, and a mip level is smaller than 4x4 or not a multiple of 4 in size.
GraphicsFixUUM-154799
Fixed misaligned warning icon in shader Inspector.
GraphicsFixUUM-154699
Fixed missing objects and shadows in Quad Views with camera stacking
GraphicsFixUUM-150107
Fixed reflection probes intermittently missing in URP on some Vulkan Android devices.
GraphicsFixAndroidUUM-155930
Fixed slow render graph compilation in the Editor and in players with script checks enabled. Pass names longer than 61 bytes are no longer truncated in the Render Graph Viewer.
GraphicsFixUUM-154008
Fixed SSAO rendering incorrectly in the right eye when using single-pass multiview XR (Vulkan / OpenGL ES)
GraphicsFixXRUUM-142984
Fixed SystemInfo.supportsConservativeRaster returning false and conservative rasterization being unavailable on Vulkan on GPUs that report a maxExtraPrimitiveOverestimationSize of 0, such as AMD GPUs.
GraphicsFixUUM-143199
Fixed the core render pipeline FoveatedRemapDensity() shader function to correclty return density rather than treating the return value as a UV. Fixed per platform fallbacks for RemapFoveatedRenderingDensity() when it is disabled or not supported to return 1,1 which is the standard density.
GraphicsFixUUM-150255
Fixed the Editor freezing during an asset import on Linux when running on OpenGL.
GraphicsFixLinux
Fixed untyped texture in ProbeVolume shader.
GraphicsFix
Fixed URP reflection probes rendering black on some Vulkan Android devices.
GraphicsFixAndroidUUM-154967
Fixed use-after-free of Vulkan scratch memory.
GraphicsFixUUM-151539
Fixed Windows player crash when using Vulkan graphcis API on projects that repeatedly change display settings.
GraphicsFixWindowsUUM-154406
Runtime crash due to a malformed BatchDrawRange has been fixed.
GraphicsFixUUM-151686
Shader Build Settings Build Profile Override now uses Project Settings as a base.
GraphicsFixUUM-156533
Shader Build Settings UI now shows error for invalid Shader Constant Defines.
GraphicsFixUUM-153573

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