I’m attempting to implement some HDR Tone Mapping but am seeing some artifacts in my textures that lead me to believe that data is being lost somewhere.
Artifacts are especially apparent in the third picture (top-left)
Here are the results I’m getting:
Here are the artifacts I’m talking about:

The HDR textures I’m using are 32 bit exr’s, set to 32bit in the texture importer.
I’m setting the render to texture to ARGB32 like so:
RenderTexture rtHDR = RenderTexture.GetTemporary (source.width, source.height , 0, RenderTextureFormat.ARGB32);
m_HDR_Material.SetTexture ("_HDR", rtHDR);
Graphics.Blit (source, rtHDR);
Any idea why I’m getting artifacts? Am I missing something simple?


