If you want the data to be exactly the same you'll need to create a texture that uses a floating point format for RGBA. That probably means you need to create a `RenderTexture` in the `ARGBFloat` format. To understand what you see, multiply your `originalValue` by 255, and remove the fractional part, to get the value that will be stored in your 32-bit RGBA texture. Then divide that number by 255 and you'll see the `returnedValue`. There's nothing arbitrary going on.
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