Unity Shader folks out there: is it possible to combine two textures into one texture (to reduce sampling cost) by splitting the R G B A channels into the first set of bits and second set of bits? This would reduce the color quality, but is this a technique people use at all?
@adamgryu if you’re packing two values into one channel, be aware that you’ll lose hardware interpolation, as the linear interpolated value will be garbage… so it’s only practical when you’re doing point sampling
@tdhooper this is a really good point, thanks for the heads up