unity 2022 HDRP: How to bypass SkinnedMeshRenderer bakeMesh vertices in a texture to shadergraph via ComputeShader?
I just using a SkinnedMeshRenderer and a computeShader and a bakeMesh() and creating a RenderTexture from this. But when I save the texture in exr format I get a striped picture. So how can yi save the vertices into a texture and use it in the Shadergraph?
Unity texture changing when coming close with a camera
I added and installed shader graph and followd a tutorial for having the terain curve,
Then after adding it to all objects in the terain i realised that the textures are weard it looks buggy this was not the problem befour.
I am using unity 2022.3.35f1. and macos hekintosh with 14900kf and rx5700XT)