CommandBuffer: built-in render texture type 3 not found while executing Fill Color & Depth

Unity Ver: 2019.4.18f1

Hello,

I’m getting the following warning in some scenes of my game:

I have a camera script (below) that basically creates a low-res pixelation camera, and a high res camera which is merged together so the result is things like world text can still be sharp and readable in a scene while everything else like geometry is pixelated.

Should I be concerned about this warning? The camera appears to function as expected so it doesn’t appear to affect anything, but I’m always eager for a nice clean console.

I didn’t write the script I’m using. It was courtesy of @bgolus :

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;

[RequireComponent(typeof(Camera))]
public class LowResCam : MonoBehaviour
{

    public int lowResHeight = 160;
    public int highResMult = 2;

    public LayerMask offscreenLayers;
    public Shader depthFillShader;


    private Material depthCopyMat;
    private Material depthFillMat;
    private Material compositeMat;

    // private new Camera camera;
    private Camera newCamera;
    private Camera lowCamera;
    private Camera highCamera;

    private CommandBuffer mainCameraDepthCopy;
    private CommandBuffer highFill;

    private RenderTexture lowRT;
    private RenderTexture highRT;

    void Awake()
    {
        newCamera = GetComponent<Camera>();

        lowCamera = new GameObject("Offscreen Camera Low", typeof(Camera)).GetComponent<Camera>();
        lowCamera.enabled = false;
        lowCamera.transform.SetParent(newCamera.transform, false);
        lowCamera.CopyFrom(newCamera);
        lowCamera.renderingPath = RenderingPath.Forward;
        lowCamera.cullingMask ^= offscreenLayers;
        lowCamera.depthTextureMode |= DepthTextureMode.Depth;

        depthFillMat = new Material(depthFillShader);

        mainCameraDepthCopy = new CommandBuffer();
        mainCameraDepthCopy.name = "Copy Depth Texture from Main Camera";
        mainCameraDepthCopy.SetGlobalTexture("_MainCameraDepthTexture", BuiltinRenderTextureType.Depth);

        lowCamera.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, mainCameraDepthCopy);

        highCamera = new GameObject("Offscreen Camera High", typeof(Camera)).GetComponent<Camera>();
        highCamera.enabled = false;
        highCamera.transform.SetParent(newCamera.transform, false);
        highCamera.CopyFrom(newCamera);
        highCamera.renderingPath = RenderingPath.Forward;
        highCamera.cullingMask = offscreenLayers;
        highCamera.depthTextureMode = DepthTextureMode.None;
        highCamera.useOcclusionCulling = false;
        highCamera.backgroundColor = Color.clear;
        highCamera.clearFlags = CameraClearFlags.Nothing;

        highFill = new CommandBuffer();
        highFill.name = "Fill Color & Depth";
        highCamera.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, highFill);

        newCamera.cullingMask = 0;
    }

    void OnEnable()
    {
        float ratio = (float)Screen.width / (float)Screen.height;

        int lowResWidth = Mathf.RoundToInt((float)lowResHeight * ratio);
        int highResWidth = Mathf.Min(Screen.width, lowResWidth * highResMult);
        int highResHeight = Mathf.Min(Screen.height, lowResHeight * highResMult);

        lowRT = new RenderTexture(lowResWidth, lowResHeight, 24);
        lowRT.filterMode = FilterMode.Point;
        lowRT.Create();

        highRT = new RenderTexture(highResWidth, highResHeight, 24);
        highRT.filterMode = FilterMode.Point;
        highRT.Create();

        highFill.Clear();
        highFill.Blit(lowRT, BuiltinRenderTextureType.CurrentActive);
        highFill.Blit(BuiltinRenderTextureType.Depth, BuiltinRenderTextureType.CurrentActive, depthFillMat);
    }

    void OnDisable()
    {
        Destroy(lowRT);
        Destroy(highRT);
    }

    void OnPreRender()
    {
        lowCamera.projectionMatrix = newCamera.projectionMatrix;
        highCamera.projectionMatrix = newCamera.projectionMatrix;

        lowCamera.targetTexture = lowRT;
        highCamera.targetTexture = highRT;
    }

    void OnRenderImage(RenderTexture src, RenderTexture dst)
    {
        lowCamera.Render();
        highCamera.Render();
        Graphics.Blit(highRT, dst);
    }
}

Does anybody have any ideas for the above?