Question by
idris_ · Dec 07, 2015 at 03:50 PM ·
texturebuffertextureformat
Filling 32bit per channel texture via script
Hi there,
Is there a way to fill a texture with textureFormat.RGBAFloat with 4 floats via script? The only way I can see to load data onto the texture is with SetPixels However that only accepts Color[]/Color32[] but I don't want to compress my data to 8bits per channel, I want to utilize the texture format and have 32bits per channel that way I can send across a vector4. However I don't know how to go about this... Any clues?? Or is there some other kind of buffer I can use?
Also I can't use a compute shader due to platform limitations.
Thanks in advance! :)
Comment
Answer by helarts · Dec 07, 2015 at 04:47 PM
I think you are bound to 8bits per channel with Color32[] only, SetPixels with Color[] should do the job like each channel is a float.