Grabpass mipmap level?

I am trying to use Grabpass and access it’s mipmap.

I am trying to create a pixelated look from sampling from lower mipmap level.

But I can’t seem to get it to work… There seems to be no mip map level at all for Grabpass.

Is this true? Does any one know?

If so , what would be the best way to archive pixlated look for only portion of the screen masked by the texture?

If grabpass supports mipmap then I thought it would be easy to do …

Anyone?

Creating a mipmap is a fairly intensive operation so I doubt it’s supported by Grabpass. It would probably be easier to do one of these:

  1. Render the same scene to a render texture using a different camera (at a smaller resolution) and then use that in your shader

  2. Use Grabpass as normal but change your shader so the UV values in the fragment shader are quantised (e.g. instead of 0.0, 0.1 ,0.2 , 0.3 they might be 0.0, 0.0 ,0.2 , 0.2). That way you will get a pixelatted effect. You can do that using ‘fmod’ or some similar method.

Right, I ended up using the pixelshader effect. Not the best method I would use, but there seems to be no way to do this if I use grabpass.