What are the proper steps to render to a 32 bit buffer and process with a tonemapping shader?
This is what I'm doing:
RenderTexture rtHDR = RenderTexture.GetTemporary (source.width, source.height , 0, RenderTextureFormat.ARGB32); m_HDR_Material.SetTexture ("_HDR", rtHDR); Graphics.Blit (source, rtHDR); //_________FINAL OUTPUT TO SCREEN Graphics.Blit (rtHDR, destination,m_HDR_Material, 0); //TONEMAP SHADER RenderTexture.ReleaseTemporary (rtHDR);
I'm seeing banding in my HDR texture using this approach, which means it is not 32 bit; the banding is so severe, I doubt it's even 16 bit.
The HDR's are set to ARGB32 in the texture importer, and they are 32 bit EXR's.
Does anyone have any suggestion for me to try? I'm not sure what else to try.