RenderTextureDesc height error

Anyone have any idea what this means? I'm getting similar errors for each of the cameras. Not sure if I broke something with the cameras themselves, or if it's because some of the brushes I merged don't have complete texture sets? Or is something else entirely? ArgumentException: RenderTextureDesc height must be greater than zero. Parameter name: desc.height UnityEngine.RenderTexture.ValidateRenderTextureDesc (UnityEngine.RenderTextureDescriptor desc) (at <4746c126b0b54f3b834845974d1a9190>:0) UnityEngine.RenderTexture.GetTemporary (UnityEngine.RenderTextureDescriptor desc) (at <4746c126b0b54f3b834845974d1a9190>:0) UnityEngine.RenderTexture.GetTemporaryImpl (System.Int32 width, System.Int32 height, System.Int32 depthBuffer, UnityEngine.Experimental.Rendering.GraphicsFormat colorFormat, System.Int32 antiAliasing, UnityEngine.RenderTextureMemoryless memorylessMode, UnityEngine.VRTextureUsage vrUsage, System.Boolean useDynamicScale) (at <4746c126b0b54f3b834845974d1a9190>:0) UnityEngine.RenderTexture.GetTemporary (System.Int32 width, System.Int32 height, System.Int32 depthBuffer, UnityEngine.RenderTextureFormat format) (at <4746c126b0b54f3b834845974d1a9190>:0) SENaturalBloomAndDirtyLens.OnRenderImage (UnityEngine.RenderTexture source, UnityEngine.RenderTexture destination) (at Assets/ThirdParty/Sonic Ether/Natural Bloom/Scripts/SENaturalBloomAndDirtyLens.cs:123) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
2 Replies
AncientWorlds
AncientWorlds14mo ago
Didn't find a whole lot on this... although maybe some insights into solutions "I was just having this issue as well. I went down the post processing stack and noticed the error resolved when I decreased the size of the "Radius" slider in the Bloom settings. Hope this helps. " "I did a few more tests and it seems to happen only if Unity is oppened while the Scene view is active (when you exited before with Scene panel active). If you open the project with Game view active then the error will not occur. My Game and Scene panels are on different tabs so not both visible (active) at same time." "This issue has been resolved in version 1.0.0-preview.11" The release is available on: GitHub release v1.0.0-preview.11 * there's a url associated with this but it goes to a 404 page the main repository for the link is here, but not sure how relevant it is now https://github.com/mob-sakai/SoftMaskForUGUI
GitHub
GitHub - mob-sakai/SoftMaskForUGUI: UI Soft Mask is a smooth maskin...
UI Soft Mask is a smooth masking component for Unity UI (uGUI) elements. - GitHub - mob-sakai/SoftMaskForUGUI: UI Soft Mask is a smooth masking component for Unity UI (uGUI) elements.
AncientWorlds
AncientWorlds14mo ago
Alright, sort of a DIY day... not that I understand this change, but the bot assures me it's ok.
The errors went away, at least for now, will launch and see if it helps Added this to the loop // Ensure that rtWidth and rtHeight are at least 1 rtWidth = Mathf.Max(rtWidth, 1); rtHeight = Mathf.Max(rtHeight, 1); Presumably this ensures a minimum height of zero, although I have no idea what the actual implications of it are, in terms of actual gameplay functionality :: seems to have resolved all the obvious issues