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Blitting to RenderTexture does not seem to be accurate
I'm blitting a Texture2D which is entirely white to a RenderTexture, however this texture is rendered a bit greyed out when I use the Unlit/Texture shader.
Whenver I try the Unlit/Transparent it does show some transparency, even though the source texture's alpha is 1.
I was wondering if I should be passing a material with an specific shader in order to have a more precise blitting result?
I've found the sprite shader to give the most pixel by pixel accurate copy FWIW
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