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.