Is there anyway using the frame debugger to see the texture submitted to the shader? Right now the frame debugger is useful to know the order that the fullscreen effects are called but it’s hard to make sure that the input for them are correct.
No, such feature is not yet supported. But it’s in todo, no eta yet. If you’re on Windows, you might use this Unity - Manual: Debugging shaders using Visual Studio, Visual Studio Graphics debugger has the ability to show textures which are passed to shader.