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Question by Glenn-Korver · Jul 04, 2021 at 03:43 PM · android buildrendertexturefloatingpoint

Float texture behaves as Half. Android

When using a ARGBFloat rendertexture texture on Android, it seems to actually behave as a Half Texture. Thus losing precision. Unity Version: 2019.4.28f1


When checking if the format is Supported, it will say yes/true. On both on my Google pixel 4 and Samsung A5 (2017). https://docs.unity3d.com/ScriptReference/SystemInfo.SupportsRenderTextureFormat.html


These RenderTextures actually behave as Halfs, exactly matching the loss of precission/decimals when repeating the calculations in this simulator: https://oletus.github.io/float16-simulator.js/ . For example -50 - (1/60) will return -50, no change occurs to the value


Is this intended behaviour? or is there a way to force it to use Float instead?. All values in the shader are marked Float.

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