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ARGBHalf format for Texture2D

Discussion in 'Wish List' started by scrawk, Mar 24, 2013.

  1. scrawk

    scrawk

    Joined:
    Nov 22, 2012
    Posts:
    804
    This has probably been mentioned before but I think floating point formats for textures like ARGBHalf and ARGBFloat really need to be in Unity (Im not talking about render textures, I mean normal textures). GPU's do so much more these days than just graphics and packing data needed for the calculations into a floating point texture on the CPU and passing it of to the GPU is required for many algorithms.

    I know you can use render textures for floating point format but its just not the same as a texture. I also know there are some other techniques for getting floating point data to the GPU but none is as easy as using a texture.

    Getting floating point data from a render texture back to the CPU were you can do stuff like print out the results would be nice as well. It would make working out if the calculations produced the results you were expecting so much easier.