Texture banding/aliasing issue

MipMaps generation is checked, antialiasing is on (2x), filtering is trilinear, Anisotropic is forced on, texture quality is full res - does anyone know how to fix this?

The issue has appeared after switching from LWRP (as some Android phones don’t support it yet, i.e. were giving black screen).

Thanks for your help everyone! The problem is solved - the issue was in a wrong Render Queue - the field GO was having a less order than an underlying object which resulted in aliasing and weird color mixing.