Hello, I'm trying to figure out if it is possible to sample a color input, to a certain amount of x and y samples, and output that to a texture2D type, where there is no file string needed. I'm pretty much trying to make a conversion shader, from color to texture2D, I'm not even sure if you would have to specify a number of samples or not, or what else would be needed for this type of conversion. The metasl documentation on textures and samplers is a bit confusing.
If I could figure out how to do this, then it should be possible to do things like blurring color generators like checker or noise, or blurring any color input.
I have figured out that you can plug a texture2D type from an input directly to an output, which could be useful for instancing file inputs, while being able to have different texture coordinates, in a shader network.