Quick answer: Unity Shader Graph procedural UV calculation showing aliasing on mip transitions? Procedural UVs disable derivative-based mip selection - use DDX/DDY explicitly.
Stylized water with procedural UV scrolling; visible aliasing at glancing angles.
Compute derivatives
vec2 dx = ddx(uv);
vec2 dy = ddy(uv);
textureGrad(tex, uv, dx, dy);Explicit gradient sampling; mip selection respects.
Or use tex2Dgrad node
Shader Graph has a sample-with-gradient node. Plug derivatives; same effect.
Audit procedural UV shaders
Each procedural UV is a candidate for derivative-aware sampling.
“Mip selection needs derivatives. Procedural UVs hide them from auto-derivation.”
If you see aliasing on procedural surfaces, the derivative-aware sampling is the answer. Document.