I’m rendering multiple 1-pixel wide camera slices to create omnidirectional stereo images and I need to stitch these all together to put into a final image.
Graphics.CopyTexture(RT_ShadingDepthBuffer, 0, 0, 0, 0, 1, 256, RT_CompositeShadingDepthBuffer, 0, 0, cameraRotationPass, 0);```
Using CopyTexture for the color texture works fine, but fails for the depth texture and I get this.
Graphics.CopyTexture called with depth resource with region not fitting whole subresource
UnityEngine.Graphics:CopyTexture(Texture, Int32, Int32, Int32, Int32, Int32, Int32, Texture, Int32, Int32, Int32, Int32)
Anyone have any ideas how to get around this issue?