I'm getting an error when using Graphics.CopyTexture(). It reads "Graphics.CopyTexture can only copy between sane texture format groups(d3d11 base formats: src=76 dst=9)" Now for context, I wrote some shaders that allow data to be stored into rgba chanels, and translated into my game and that all works perfectly. I'm adding a "base info texture" for the artists and designers to use, where they can create a texture in photoshop or something with the info in the channels, and the system that sets up the shaders will use that data as a base point instead of a blank texture. The Graphics.CopyTexture call is from a Texture2D that is serialized, to a RenderTexture that's created on runtime. RenderTexture can't take a TextureFormat parameter to read from the Texture2D to match it, it only takes a RenderTextureFormat enum. When I Debug.Log the Texture's format, I get that the imported png texture from photoshop is DXT5, no matter how I switch the colour profiles or bit depths. DXT5 isn't even an option in the enums for RenderTextureFormat so I can't set up my render texture to have a compatable format with my input texture. Does anyone have a solution? Is there a way to export from Photoshop as something RenderTextures can be formatted as? Is there a way to set up my render texture to use DXT5?