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How can i use Compute Shader to Read & Write the Texture as RHalf or R8 format?

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I'm trying to reduce some memory cost by change `RFloat` image to `R8` but the the result become quite strange after i change it.
After several tests, I found that any texture format with insufficient 32 bits has the same problem. I think this is because the `_DataTex[id] = value` is not work for those format, but i believe there is a way to do it successfully..

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