m_RTs[gbufferIndex]=RTHandles.Alloc(Vector2.one,colorFormat:rtFormat[gbufferIndex],sRGB:sRGBFlags[gbufferIndex],filterMode:FilterMode.Point,name:string.Format("GBuffer{0}",gbufferIndex),enableRandomWrite:gbufferIndex==1);// normal buffer is used as RWTexture to composite decals in forward