AA in Shader Graph

So I have a bunch of shaders that generate different textures, I have one that generates tiled ground, one for asphalt, one for metals, one for wood, one for tiled bricks… I noticed that shaders that generate any kind of tilled textures are not anti-aliased, and most AA techniques like MSAA fail to address it as they are designed to AA edges and not textures, so I want to recommend we get a node that does Anti-Aliasing for us, I know it’s possible to do in shader graph but it is complicated so I was hoping for a solution from Unity :slight_smile:

There are lots of different methods of anti-aliasing, but typically they involve doing multiple samples and averaging the results. You could do that in a shader, but it would be expensive.

The thing that I don’t understand about your post is that typically, the graphics hardware handles the filtering of textures (bilinear, trilinear, etc) so that texture data looks good regardless of camera distance or angle. You shouldn’t need any special method for applying filtering to your textures. The hardware should already be doing it.

Are you doing procedural image generation that doesn’t use hardware texture filtering?