Hello, I’m having trouble with render target accuracy & baking 32 bit floats RTs , starting with later the engine says it isn’t supported so is there a workaround?
The other problem is with float precision even though format is set to half precision (RGBA16f) the maximum number I can get in Render Target is about ~32256 which should be about half of what is possible(I did debug the value before baking so I know its different) the problem gets solve if I use 32f format but I can’t bake that to static texture2d which brings us back to square one, if you are wondering why I need such high numbers is because I want to store data .
Any help is appreciated, I should be fine with c++ solutions as well if it exist.
Hello, Do you find any solutions? I’m confused why rgba16f texture can only save the maximum value of 32256
I haven’t but did figured out a away to bake 32f , there is an experimental plugin called TextureGraph which allows to save.