   R8G8B8A8_FLOAT texture?
  Hi guys!I would like to use a R8G8B8A8_UINT texture in my shader asMRT, and I declared the MRT asfloat4 Color3 : SV_Target3;but the debug output says this:D3D11: ERROR: ID3D11DeviceContext::Draw: The resource return type for component 0 declared in the shader code (FLOAT) is not compatible with the Shader Resource View format bound to slot 0 of the Pixel Shader unit (UINT).  This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). [ EXECUTION ERROR #361: DEVICE_DRAW_RESOURCE_RETURN_TYPE_MISMATCH ]D3D11: ERROR: ID3D11DeviceContext::Draw: The Shader Resource View in slot 0 of the Pixel Shader unit is using the Format (R8G8B8A8_UINT). This format does not support 'Sample', 'SampleLevel', 'SampleBias' or 'SampleGrad', at least one of which may being used on the Resource by the shader. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). [ EXECUTION ERROR #371: DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_UNSUPPORTED ]D3D11: WARNING: ID3D11DeviceContext::DrawIndexed: Pixel Shader output 'SV_Target3' has float type, while the corresponding RenderTarget slot [3] has format (R8G8B8A8_UINT) with component(s) of signed or unsigned integer type.  This happens to be well defined: the raw bits output from the shader starting from the least significant bit will simply be dumped to the output storage without any data conversion. This warning is to check that the application developer really intended to rely on this behavior. [ EXECUTION WARNING #415: DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH ]Is there a FLOAT version of the same 32bit type? Because I don't need more than 32 bits here with 3 color and 1 alpha channel. Or can I fix this anotherway?   
  Use DXGI_FORMAT_R8G8B8A8_UNORM because it works :D   