colorSurf depthSurf width and height error in the Editor

I have a data visualization piece of code that instantiates a bunch of prefabs and then shows/hides meshes and re-colors pieces according to values. For some reason, I see the following error scrolling on my screen in the editor while running:

colorSurf->width == depthSurf->width && colorSurf->height == depthSurf->height
(Filename: C:/BuildAgent/work/b0bcff80449a48aa/Runtime/GfxDevice/threaded/GfxDeviceClient.cpp Line: 1611)

How can I find out what is causing this? I could only find reference to some sort of shader issue but I am not using any particularly interesting shaders that I know of.

More strange behavior - I added a copy of the prefab to the scene and it was fine, I tried running with it in the scene and it was still fine. Then, I don’t know what happened but when I tried that again I found I would get the same error if I selected a particle emitter within the prefab. I added a blank particle emitter, and the same error kept scrolling. To sanity check, I closed the project, opened a different project, tried adding a basic particle system and all was well. So, I go back to main project, error gone for particle emitters, but still there at runtime.

I have changed nothing since 3.4 and all was well then - is this an editor only bug, is this something I need to action? How can I tell what’s causing it?

The only thing I am doing to set the color on the object is take a variable that I set in the inspector with the selected color:

public Color selectedColor;

then apply that to the object as follows:

serverModel.renderer.material.color = selectedColor;

I’m using basic standard diffuse shaders on the server model, if that makes any difference. Finding it hard to pinpoint this one, so any help or ideas would be appreciated!

An alternative to turning off the soft shadows in the sign is to use vertex lit on your camera. I came across this issue rendering a small area of the world. An example of this application could be for a minimap, avatar renderer and/or a model viewer. I hope this helps, but I know it is not much.