Hello, Im rendering to a R16G16 not normalised float texture but the values that I write on the texture and the ones that get read are not the same for some reason, for instance 1 gets read as 0.207... Only 0 gets correctly read as 0. Im rendering using unlit and this is how im creating the texture (Rendergraph api): RenderTextureDescriptor textureProperties = new RenderTextureDescriptor(Screen.width, Screen.height, RenderTextureFormat.RGHalf, 0); textureProperties.msaaSamples = 1; textureProperties.sRGB = false;
Im reading the values by using shadergraph sample texture 2D as well as a comparison to a float to find out what the values are.
Im in Unity 6 URP