Blending seams via post processing possible?

I currently have a level that procedurally instantiates roads and places them in order. I’m trying to get the road to look seamless when connecting to other roads. The meshes lines up correctly, however, the settings on the materials make it difficult to make the road look like it transitions smoothly to the next road. I was wondering if it is possible to write a post process script to blend the roads at the seams at runtime. If so, how would I go about this?

Several ways to fix this would be:

  • Edit the texture in a way so you can connect the GameObjects together without a seam
  • Create a GameObject with a simple gradient texture that you can have over places you see the seam
  • Create an advanced shader that automaticalls generates the entire roads texture at once