First I want to say that I know that there is a problem in doing this...
In Quest3D one can use backbuffer rendering for the Render Texture and with this option (which has its own problems) antialiasing will work. The question can this somehow be done in Unity?
As a workaround, you can try making the texture higher resolution and then displaying it in a smaller resolution - this will give you the AA look but the performance won't be as good as with proper MSAA.