MK Glow Issue

Hello every one

I’m creating a game with unity for Android devices and to make the difference with the multitude of the game in the same genre, I use your MK Glow plugin.
I had no issue at all using it but 1 week ago, between two build, all scene that use MK glow script are make the game freeze on build. Everything is fine on the Unity Editor but on build (.apk) when the scene has to be loaded, the game freeze.

I’ve used adb logcat to see the problem :

00000000000000000000000>:0
12-22 06:21:16.330 17032  6463 E Unity   :   at MK.Glow.Legacy.MKGlow.OnRenderImag
12-22 06:21:16.357 17032  6463 I Unity   : test
12-22 06:21:16.357 17032  6463 I Unity   : Playermovement:Update()
12-22 06:21:16.357 17032  6463 I Unity   :
12-22 06:21:16.360 17032  6463 E Unity   : RenderTexture.Create with shadow sampling failed: Hardware does not support shadow compare sampling.
12-22 06:21:16.360 17032  6463 E Unity   : UnityEngine.RenderTexture:GetTemporary(RenderTextureDescriptor)
12-22 06:21:16.360 17032  6463 E Unity   : MK.Glow.MipBuffer:CreateTemporary(RenderContext[], Int32, CommandBuffer, RenderTextureFormat, Boolean, RenderPipeline)
12-22 06:21:16.360 17032  6463 E Unity   : MK.Glow.Effect: PreSample()
12-22 06:21:16.360 17032  6463 E Unity   : MK.Glow.Effect:Build(RenderTarget, RenderTarget, Settings, CommandBuffer, CameraData, Camera, Boolean)
12-22 06:21:16.360 17032  6463 E Unity   : MK.Glow.Legacy.MKGlow:OnRenderImage(RenderTexture, RenderTexture)
12-22 06:21:16.360 17032  6463 E Unity   :
12-22 06:21:16.360 17032  6463 E Unity   : [ line -298585256]
12-22 06:21:16.360 17032  6463 E Unity   :
12-22 06:21:16.362 17032  6463 E Unity   : IndexOutOfRangeException: Index was outside the bounds of the array.
12-22 06:21:16.362 17032  6463 E Unity   :   at MK.Glow.RenderTargetContext.SetRenderTargetContext (System.Collections.Generic.List`1[T] renderTargets) [0x00000] in <00000000000000000000000000000000>:0
12-22 06:21:16.362 17032  6463 E Unity   :   at MK.Glow.PipelineExtensions.Draw (System.Collections.Generic.List`1[T] destinations, UnityEngine.Material material, System.Boolean useGeometryShader, System.Int32 pass) [0x00000] in <00000000000000000000000000000000>:0
12-22 06:21:16.362 17032  6463 E Unity   :   at MK.Glow.Effect.Draw (MK.Glow.RenderDimension dimension, System.Boolean forcePixelShader) [0x00000] in <00000000000000000000000000000000>:0
12-22 06:21:16.362 17032  6463 E Unity   :   at MK.Glow.Effect.PreSample () [0x00000] in <00000000000000000000000000000000>:0
12-22 06:21:16.362 17032  6463 E Unity   :   at MK.Glow.Effect.Build (MK.Glow.RenderTarget source, MK.Glow.RenderTarget destination, MK.Glow.Settings settings, UnityEngine.Rendering.CommandBuffer cmd, MK.Glow.CameraData cameraData, UnityEngine.Camera renderingCamera, System.Boolean finalBlit) [0x00000] in <00000000000000000000000000000000>:0
12-22 06:21:16.362 17032  6463 E Unity   :   at MK.Glow.Legacy.MKGlow.OnRenderImag
12-22 06:21:16.390 17032  6463 I Unity   : test
12-22 06:21:16.390 17032  6463 I Unity   : Playermovement:Update()
12-22 06:21:16.390 17032  6463 I Unity   :
12-22 06:21:16.395 17032  6463 E Unity   : RenderTexture.Create with shadow sampling failed: Hardware does not support shadow compare sampling.
12-22 06:21:16.395 17032  6463 E Unity   : UnityEngine.RenderTexture:GetTemporary(RenderTextureDescriptor)
12-22 06:21:16.395 17032  6463 E Unity   : MK.Glow.MipBuffer:CreateTemporary(RenderContext[], Int32, CommandBuffer, RenderTextureFormat, Boolean, RenderPipeline)
12-22 06:21:16.395 17032  6463 E Unity   : MK.Glow.Effect:preSample()
12-22 06:21:16.395 17032  6463 E Unity   : MK.Glow.Effect:Build(RenderTarget, RenderTarget, Settings, CommandBuffer, CameraData, Camera, Boolean)
12-22 06:21:16.395 17032  6463 E Unity   : MK.Glow.Legacy.MKGlow:OnRenderImage(RenderTexture, RenderTexture)
12-22 06:21:16.395 17032  6463 E Unity   :
12-22 06:21:16.395 17032  6463 E Unity   : [ line -298585256]
12-22 06:21:16.395 17032  6463 E Unity   :
12-22 06:21:16.397 17032  6463 E Unity   : IndexOutOfRangeException: Index was outside the bounds of the array.
12-22 06:21:16.397 17032  6463 E Unity   :   at MK.Glow.RenderTargetContext.SetRenderTargetContext (System.Collections.Generic.List`1[T] renderTargets) [0x00000] in <00000000000000000000000000000000>:0
12-22 06:21:16.397 17032  6463 E Unity   :   at MK.Glow.PipelineExtensions.Draw (System.Collections.Generic.List`1[T] destinations, UnityEngine.Material material, System.Boolean useGeometryShader, System.Int32 pass) [0x00000] in <00000000000000000000000000000000>:0
12-22 06:21:16.397 17032  6463 E Unity   :   at MK.Glow.Effect.Draw (MK.Glow.RenderDimension dimension, System.Boolean forcePixelShader) [0x00000] in <00000000000000000000000000000000>:0
12-22 06:21:16.397 17032  6463 E Unity   :   at MK.Glow.Effect.PreSample () [0x00000] in <00000000000000000000000000000000>:0
12-22 06:21:16.397 17032  6463 E Unity   :   at MK.Glow.Effect.Build (MK.Glow.RenderTarget source, MK.Glow.RenderTarget destination, MK.Glow.Settings settings, UnityEngine.Rendering.CommandBuffer cmd, MK.Glow.CameraData cameraData, UnityEngine.Camera renderingCamera, System.Boolean finalBlit) [0x00000] in <00000000000000000000000000000000>:0

The first thing that is weird is this “… RenderTexture.Create with shadow sampling failed: Hardware does not support shadow compare sampling.” This is false because my old build run Mk glow perfectly on my phone and I didn’t change my phone.

Could you please help me to identify the real issue please ?

Regards ,

Honoré Valentin

MK Glow is developed by someone else, not Unity:

No idea if the thread is being actively monitored. Contact details can be found on the Publisher info box of the asset in the Asset Store.
.

I know it isn’t developed by Unity dev but because of it is FOR unity users, I though I could create a subject about an issue I have.
Sorry, I post my issue in the subject you purpose to me.

Regards