We have a custom Unity surface shader which generates some procedural patterns.
However we are getting very bad moire effects when the pattern frequency is too high (made worse by distance, surface angle).
I would like to apply some kind of blur on the texture to reduce this moire effect. All of the shader blur examples I can find rely on sampling surrounding pixels from the texture bitmap. Since we've generated the pattern procedurally per pixel, such a bitmap doesn't exist.
Does anyone know how we might introduce some kind of blur effect in this case, to reduce the moire?