For a while now, I've been experimenting with different ways to use shaders in Unity's built-in render pipeline. My current goal is to store more data in my shader outputs by encoding different values into the channels. With this approach, I'm hoping to create a visual style that has less color depth, but is able to produce special effects by reading the encoded bits in post-processing. However, I've been having trouble doing this because of how the pipeline handles the data as it travels through the "Drawing" command. Regardless of the shader's output format, the intermediate RenderTarget in the RenderPipeline is R16G16B16A16_SFLOAT format. By the time the buffer gets passed on to Camera.ImageEffects, the bit patterns have already been erased by optimizations and conversions. Is it possible to change the data formats of these internal buffers before everything gets written out to the display?. I've looked into using the command buffer, but I haven't cracked the code of how to apply it here. I'm attaching an image of my frame debugger in case my explanation of the render target isn't clear. The relevant info about the RenderTarget is in the red square.