#Unity 6 URP Rendergraph compress last 8 bits of rendergraph texture?

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lyric flume
#

Hey im creating a my own lighting system inside of unity 6 with rendergraph.

I want to pack a lot more data into the shadowmap so im packing a lot more information into those two 32bit channels but when I unpack them I see that the first 8bits of the G channel are thrown away when the last 8bits of the G channel are filled.

My texture has R32G32_UInt format, I think unity is doing some sort of optimization on the texture does anyone know where I can turn this off or if there is a line of code I can use to disable this feature?
I have looked through the docs but couldnt find much.