DX11 HLSL create 32bit Texture

Dear All,

when I create a dx11-texture from the template, it’s always 8bit. But I want it to be calculated in 16 or 32 bit. Is it possible?

(I tried to put it in a 32bit Renderer TempTarget, but it seems just to upscale the values…)

Thanks :)
Julez

pass P0 <string format=“R32G32B32A32_float”;> {SetPixelShader(CompileShader…

Add the format to the pass section, other formats can be worked out from inspecting a renderer temp target for the syntax

1 Like

Thanks, Catweasel!

Thanks, @Catweasel! :)