MipMapBias alternative for Android?


As far as I have read the MipMapBias option does not work for android.
Is there a work around to it?

It is for VR, the mip map looks terribly blurry, but is a must have or the aliasing will make your eyes bleed.

Hopefully someone knows of a work around.

I found a an excellent solution that works right out of the box.
By Correia55

Basically Android and IOS supports MipMapBias when it goes via a custom shader.
They added the MipMapBias setting to the default Sprites/Default shader.
With this you simply set the bias you want in the shader properties in the editor.
Very awesome!

Shader "Sprites/Modified"
         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _Color ("Tint", Color) = (1,1,1,1)
         _MainTexBias ("Mip Bias (-1 to 1)", float) = -0.65
         [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
         Cull Off
         Lighting Off
         ZWrite Off
         Blend One OneMinusSrcAlpha
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile _ PIXELSNAP_ON
             #pragma shader_feature ETC1_EXTERNAL_ALPHA
             #include "UnityCG.cginc"
             struct appdata_t
                 float4 vertex   : POSITION;
                 float4 color    : COLOR;
                 float2 texcoord : TEXCOORD0;
             struct v2f
                 float4 vertex   : SV_POSITION;
                 fixed4 color    : COLOR;
                 float2 texcoord  : TEXCOORD0;
             fixed4 _Color;
             v2f vert(appdata_t IN)
                 v2f OUT;
                 OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                 OUT.texcoord = IN.texcoord;
                 OUT.color = IN.color * _Color;
                 #ifdef PIXELSNAP_ON
                 OUT.vertex = UnityPixelSnap (OUT.vertex);
                 return OUT;
             sampler2D _MainTex;
             sampler2D _AlphaTex;
             half _MainTexBias;
             fixed4 SampleSpriteTexture (float2 uv)
                 fixed4 color = tex2D (_MainTex, uv);
                 // get the color from an external texture (usecase: Alpha support for ETC1 on android)
                 color.a = tex2D (_AlphaTex, uv).r;
                 return color;
             fixed4 frag(v2f IN) : SV_Target
                 fixed4 c = tex2Dbias(_MainTex, half4(IN.texcoord.x, IN.texcoord.y, 0.0, _MainTexBias)) * IN.color;
                 c.rgb *= c.a;
                 return c;