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.

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