I'm working on a compute shader. It needs to output some textures as UAVs. Some of them have 8bits components and some have 16bits per channel. Consider this line:
RWTexture2D<float4> _watNormTex;
I bind a R8G8B8A8_UNORM texture to it and the output is black but when I bind a R32G32B32A32_FLOAT texture it saves the correct values. So it seems it has a problem with texture format.
What can I do to output to 8bit or 16bit per channel textures?
PS: My test device has a Geforce 710 GT GPU.