I have a render texture in Unity and am applying successive shaders to it as following:
Graphics.Blit(Tex1, Tex2, myMaterialA);
Graphics.Blit(Tex2, Tex3, myMaterialB);
Graphics.Blit(Tex3, Tex4, myMaterialC);
In my shaders, I only work with floats, but the outputed color values get quantified on 8 bits since the output texture is RGBA 32 bits.
In my example, is there a way to keep float precisions for the intermediate results (Tex2, Tex3) and only convert the final texture Tex4 to RGB 32bits ?
Both Texture2D and RenderTexture can have different format than ARGB32.
https://docs.unity3d.com/ScriptReference/TextureFormat.html https://docs.unity3d.com/ScriptReference/RenderTextureFormat.html