Hi, when using a GrabPass, is there a way to set the sampler state of the texture? For example, to enable bilinear filtering? Thanks!
Instead of using tex2D() to sample it, you can define your own SamplerState and use it in the .Sample() function that the grab texture or any defined Texture for that matter will have. There are some examples here: https://docs.unity3d.com/Manual/SL-SamplerStates.html