I want a texture with 4 8bit channels so i define it as DXGI_FORMAT_R8G8B8A8_UINT. Is this the correct format i should be using? And how do i sample it in a shader because what i'm doing is not working:
float3 tID = Alphamap.Sample(Sampler, input.uv).rgb;
I'm assuming it's because floats are 32 bit, but i couldn't find an HLSL scalar type that's 8 bit...