VRC.Udon.VM.UdonVMException: An exception occurred during EXTERN to 'VRCSDK3RenderingVRCCameraSettings.__set_DepthTextureMode__UnityEngineDepthTextureMode__SystemVoid'. ---> System.Exception: DepthTextureMode can only be set on the screen camera
I encountered this while attempting to port my testing world that sets up the DepthNormals texture mode from using postprocessing SSAO to using VRCCameraSettings. Since I cannot setup the DepthTextureMode on the PhotoCamera this way, it will reuse the depthnormals texture from the ScreenCamera (or possibly from the mirrors, since i have it setup in there as well).
I can work around this by enabling postprocessing SSAO in SAO mode (which also works on stable), but it would be nice to be able to do away with ambient occlusion entirely and have things still work correctly in cameras.