I am working on a Ghost Effect to make smooth transitions between 2 screen states in a presentation ( object on the left then on the right ).
I use a plane resized with the frustrum of the camera.
I clone my main camera so that it can target and generate a renderTexture without messing with the main camera.
Then I wait the next frame to get a renderTexture ready and apply it on the plane. And then i “iTween” it ( FadeTo).
It works fine with a Normalized View Port Rect width set to 1. It doesn’t work at all if i use a width of 0.5 ( i have to get this effect working on 2 main cameras for 3D relief that’s why each main camera is 0.5 width ).
The best workaround I found is to let the render texture capture the entire viewport, then I modify the UV offset of the material to get only the portion of the texture needed. I capture more than I need but at least I can pass through the assert.
and was fixed by replacing BuiltinRenderTextureType.None by BuiltinRenderTextureType.CurrentActive
While it was None, it was spamming 3 error messages every frame with non 0;0;1;1 viewport in editor or ALWAYS in build, regardless of the resolution or fullscreen mode.