Sometimes we want to implement MSAA for deferred rendering.
But we can't use Texture2DMS in Unity now.
I have tested the native pointer of a multisampled RenderTexture in native plugin with D3D11, and D3D11_TEXTURE2D_DESC.SampleDesc.Count is always 1.
It seems the multisampled result are resolved to the RenderTexture we use. The only way to implement deferred MSAA is to create a Texture2DMS resource on native plugin, and draw everything in our scene with native plugin (wow).
I hope Unity can provide non-resolved RenderTexture, it would be useful!