How to fix artifacts on a camera's Render Texture?

This one has me stumped. I’m doing the two-camera viewport thing – a remote camera is drawing off-screen geometry to a Render Texture which is then visible to the main camera.

In the first picture you can see a lot of artifacts on the tiled material. That’s in my real game project. (The surface is supposed to be very faint in the game, I’ve played with contrast and brightness in these shots to make it easier to see – in case it looks all jacked up on your screen. The yellowish vertical bands are artifacts in my temporary skybox.)

The second picture is a test project set up exactly the same way and there are no artifacts. I confirmed the cameras, the render textures, the materials, and the geometry are exactly the same in both projects.

I can’t figure out what could be causing this or how to fix it…

Edit: I should mention both are at ansio 0.

Looks like texture filtering issue to me, the classic Moiré pattern. You sure the texture import settings (for the pattern texture) are the same on both? I’d try with trilinear mipmaps + anisotropic filtering and work from there.

I agree, but the texture import settings are identical – bilinear and ansio 1 (and the render texture needs depth so ansio is forced to 0). It’ll almost always be viewed from this sort of “ground plane” angle so probably ansio is my best bet, I just didn’t want to add extra GPU work if I could avoid it.

And, of course, there’s the mystery that the other project isn’t exhibiting the problem. I really hate fixing a problem without knowing why it happened in the first place…

I’m still not sure why it happens in one project but not the other, but it seems to be a side-effect of running in the editor’s Game window. If I maximize the Game window, it goes away.