How do I anti-alias my shader graph generated texture?

You’re right, I completely missed that. I assume that when I was recreating the shader I accidentally used the wrong node haha.

It turns out it was a combination of factors that lead to mip maps not working.

  1. I was using the wrong node in the shader always forcing a mip map level to 0.
  2. I was using a runtime-generated texture downloaded from my database. It turns out that directly using the texture you get when using DownloadHandlerTexture.GetContent(request) always returns a texture with no mip maps. I fixed this by adjusting my download method to the below:
public async Task<Texture2D> DownloadTextureFromUrl(string downloadUrl)
{
    using (UnityWebRequest request = UnityWebRequestTexture.GetTexture(downloadUrl))
    {
        var asyncOperation = request.SendWebRequest();

        while (!asyncOperation.isDone)
        {
            await Task.Yield();
        }

        if (request.result == UnityWebRequest.Result.Success)
        {
            var texture = DownloadHandlerTexture.GetContent(request);

            //Generate mip map able texture from downloaded texture.
            var mmTexture = new Texture2D(texture.width, texture.height, texture.format, true);
            mmTexture.SetPixelData(texture.GetRawTextureData<byte>(), 0);
            mmTexture.Apply(true, true);
            Object.Destroy(texture);
            return mmTexture;
        }

        Debug.LogError("Error downloading texture: " + request.error);
        return null;
    }
}

I found the above solution here: Generate mipmaps at runtime for a texture loaded with UnityWebRequest? - #21 by cp1