In Cities Skylines II, a pass-through pixel shader writes 4-component float value but the corresponding render target is with format of R8_UINT (verified by apitrace). I have no idea what the intention is, but Metal certainly doesn't like it: Failed to create PSO: output of type float4 is not compatible with a MTLPixelFormatR8Uint color attachment.
In Cities Skylines II, a pass-through pixel shader writes 4-component float value but the corresponding render target is with format of
R8_UINT
(verified by apitrace). I have no idea what the intention is, but Metal certainly doesn't like it:Failed to create PSO: output of type float4 is not compatible with a MTLPixelFormatR8Uint color attachment.