Best way to check if there are renderers in the scene with a specific shader before enqueuing to pass?

I have a render feature that processes renderers with a specific shader, and it works perfectly. However, when there are no renderers with this shader in the scene, I get the following error:

“A multisampled texture being bound to a non-multisampled sampler. Disabling in order to avoid undefined behavior. Please use Texture2DMS in the shader.”

And the error appears after the last line of the following snippet:

// Draw render list 
cmd.SetRenderTarget(data.colorHandle, data.depthHandle); 
cmd.ClearRenderTarget(true, true, Color.white); 
cmd.DrawRendererList(data.rendererListHandle);

// Perform blit 
cmd.SetGlobalTexture("_MainTex", data.colorHandle); 
cmd.SetGlobalTexture("_MainTex_Depth", data.depthHandle); 
cmd.SetGlobalVector("_TexelSize", data.texelSize);

// So if no objects with the involved shader, then I have "A multisampled texture..." error here:
Blitter.BlitCameraTexture(buffer, data.colorHandle, data.destination, data.blitMat, 0);

Does anyone have any idea how I can properly check if there are renderers with the target shader so I can enqueue the pass?

Thanks in advance!