Hi, I'm trying to render some mesh data to a texture
The data consists of two indices, both are ushorts on the c# side
Since hlsl support for 16 bit integers is a bit weird, I'm sending that data packed as a single uint which has worked out so far
The issue I'm facing now is that I haven't found a well suited GraphicsFormat to render to
I made a small helper script, to check whether the obvious choices like R32_Uint or R16G16_Uint support both rendering and sampling, but none of the ones I thought would be a great fit are supported according to SystemInfo.IsFormatSupported
This is especially concerning since I'm targeting mobile and I expect support for stuff like that will be worse on phones
tldr
I need a well supported GraphicsFormat (should work on mobile) to store 2 uint16s (packing them as a uint32 is fine)
It's important that it at least supports rendering and sampling
I might actually need support for more than that, but those two are the onlyGraphicsFormatUsages that are obvious to me