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Is it possible to render to a texture via RWTexture2D without using Graphics.blit

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I would like to save the output of a fragment shader to a texture, so that I can attempt to reuse the data in later shaders. I originally used Graphics.Blit, but the problem I found is that it submits a quad to the shader, and I need to render a mesh. My current fallback is to use a RWStructuredBuffer to store the colour value. Unfortunately, I have to do this at a per-vertex basis, as I wouldn't know how many fragments there will be. Therefore, if I wanted to reuse the shaded data, it would have lost some accuracy. So, I would like to know if there is a way to define a rendertexture as the shader target, without using Graphics.blit. ![alt text][1] This is my current shader. ![alt text][2] And this is the code initialising and assigning the buffers. [1]: /storage/temp/96691-buffer-shader.png [2]: /storage/temp/96692-shadedbuffer-setup.png

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