Applying successive shaders to a texture while keeping float precesion

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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 ?

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