Texture Sample, RenderTarget2D or SceneCapture2D clamping colors?

Hi, I’m using a SceneCapture2D to capture the basecolor value of some planes to a RenderTarget2D. I need these planes’ values as they tell them aterial where to cull based on world position Some of these values exceed the 256 color range but I did set the render target to 32bits per channel. However, when i sample a pixel from that texture within a material, the colors do seem to be clamped to the base color values.

Is there any way to avoid this? Is the basecolor scenecapture clamping the values? Is the sampling not able to pick values higher than 256?