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UV data type
Hey.
I was wondering what data type the UV coordinates are when passed to the shader. Or how much accuracy can I expect? It seems that they are 16bit floats or "halfs".
I need more accuracy so how do I change this? Or better yet how do I pass 64bit UVs to the shader? Performance is not a concern.
Usually texture coordinates are 32bit floating points, since GPU's are optimized for such data. Even of the data passed to the mesh is just a 16bit float, it will probably be converted to a 32bit float on the shader. How are you discerning that they are 16bit and not 32bit?
Is there a reason you need such a huge about of accuracy? 32bit floats are perfectly capably of more-than pixel-perfect texture look-ups on even the largest textures you can have in Unity.
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