Difference 3D/ 2D texture sampling? (Shader Graph)

Hey!

Trying to create a water shader with surf around land using a SDF (singed distance field).

Short version of the question: When using a 2D texture in my shader instead of a 3D texture, the results look much more pixelated. Are there differences in 2D/ 3D texture files and their sample methods in Shader Graph that I need to be aware of? What can I do to make the effect using the 2D texture look the same as with a slice of the 3D texture?

example using a slice of a 3D texture (intended look):


VS
example using a 2D texture:

Already tried increasing the resolution of 2D texture. In fact I tried with even higher resolutions that the 3D texture. Also tried different Filter mode, Aniso Level and pretty much all other settings in the 2D texture file in Unity.

This is the part in the Shader Graph where I tried to switch out the 3D texture with the 2D texture:

… this is how the shader graph continues, but I don’t think stuff needs to change after this point?

Would be very happy for any help! Thank you!