As a big Shadertoy fan - I've been enjoying porting these shaders into other platforms such as Processing (www.processing.org) - from here I have lots of control over animation and render output. The new multipass feature on Shadertoy however is causing me problems with Processing. Shadertoy uses 16 bit image buffers to render data to, such as this shader, https://www.shadertoy.com/view/lsy3R1 But Processing can only create standard 8 bit image buffers. So I'm now trying to convert these mulitpass shaders into Unity - hoping I can use an 16 bit image buffer. I have managed to get basic single pass Shadertoy examples working in Unity using this, https://github.com/candycat1992/Shadertoy_Lab But now I'm stuck - I'm new to Unity - and to HLSL. Could anyone tell me how to code a Unity shader which can do multipass, i.e. rendering into a 16 bit image first, then a final output pass - exactly like the shader above. Thanks! Glenn.