So the other day I made a post about how the tiling patterns I made looked bad at a distance:
It seemed like I had found the solution: laid out in this page: https://iquilezles.org/www/articles/filterableprocedurals/filterableprocedurals.htm
However, having experimented with that, I’ve found I’m having a really hard time extending that approach to non-right-angle tilings. For example, I’m trying to make a hexagonal tiling shader, but it’s extremely aliases at distances.
To my great surprise, just googling for “antialiasing hexagonal tiling”, or similar, produces basically no useful results. Or I’ve missed the point.
So, to recap my general question: There are a lot of different tiling patterns out there. Is there a general approach to antialiasing any given tiling pattern, so that it doesn’t look terrible at a distance? For example, if I just go find an arbitrary tiling shader (Such as Shader - Shadertoy BETA) and implement that in either shadergraph or hlsl, it will be heavily aliased at a distance. To use the approach expained on the Filterable Procedurals page, I’d need to come up with an analytic version of every tiling pattern in order to antialias it. I feel like I must be missing something obvious.
For example, Unity released a bunch of tiling pattern nodes for Shadergraph as optional installs in the Shadergraph package. They all look bad at a distance, because they aren’t aliases. What’s the “trick” to getting those patterns to be antialiased?