Very lacks this ability. To the same 25% of memory are idle.
For my calculations, I even had to start a new target rendering, since I lacked only 1 slot
You can organize a checkmark on detail panel, like “Allow Negative Emissive Color”
Very lacking also the ability to view codes on the render texture itself(Code all channel separately + pixel pos under the mouse cursor). Visible only visual color, but this is not enough for detailed analysis. Honestly, this kind of viewing does not give much
Negative numbers are not visible
All that is above 1 is also not visible
It can not be said that 0.3 or 0.4, As an example
This could greatly simplify the debugging of this type of shader