i’m trying to make a mask by int render texture, but the problem is that i can’t write my value in it R8 format.
if i change to RInt, then i can write but can’t read from surface shader.
if i change to RFloat, then all process will be succeed.
yes,and actually i found that only when i use RWTexture3D i can’t read and write R8 texture,
if i use RInt or R8 while use RWTexture3D or RWTexture3D in CS, then i would read and write texture normally ( but R8 can’t get right value due to truncation)
and although RWTexture3D is working for RInt in compute shader, but i can’t read it from surface shader by tex3Dlod(_MaskTex, float4(pos.xyz,0));