I’m trying to make a WebGL build for distribution convenience and I’m stuck with a RenderTexture problem. I’m not able to create a RenderTexture with the enableRandomWrite
flag set to true, getting a “Create failed” message.
Complete message: RenderTexture.Create failed: format unsupported for random writes - RGBA16 SFloat (48).
I tried all available formats, actually using SystemInfo.GetCompatibleFormat
to find any compatible format for FormatUsage.Render
and I cannot find a way to make it work in the browser. Everything is fine in the editor, or in the standard Windows Platform where I develop.
I’m open to working differently as well if anyone has another way to write to a texture from a compute shader in a WebGL compatible way.