I am trying to use a custom shader to perform the fullscreen blit in URP in Web.
I have uint texture, which is defined like that:
Texture2D<uint2> _CameraStencil;
and exactly this line of shader code:
uint st = LOAD_TEXTURE2D(_CameraStencil, int2(floor(input.texcoord.x * _CameraColorTexture_TexelSize.z), floor(input.texcoord.y * _CameraColorTexture_TexelSize.w))).STENCIL_CHANNEL;
generates this browser error:
GL_INVALID_OPERATION: Mismatch between texture format and sampler type (signed/unsigned/float/shadow).
and makes the screen stay black.