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Question by winning11123 · Jun 26, 2016 at 05:59 AM · shader programming

texture format A16R16G16B16

was just converting a compute shader from my dx11 project to unity and I need to use texture format A16R16G16B16 (floating point 64 bit). Unity does not seem to recognize this. Any one can recommend an alternative that is supported? will I have to use A32R32G32B32 (floating point 128 bit)? I could separate manually into multiple R16 but little inconvenient.

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