I have a texture and a mesh, if I apply the texture on the mesh, it tiles it continuously as one would expect. The offset for each tile is equal.
The problem:
Non-tilable texture or texture with some outstanding elements are looking repetitive and cheap.
Example:
Solution Attempt
My first attempt was to programatically generate a texture size of a mesh with randomised offsets for each tiles. Of course the size of the texture became a problem, let alone the GPU limitation of a single texture max size.
What I would like to do
I would like to know if there's a way to make a Unity shader or a material that would load a single texture and tile it with random offsets for each tile and do it only once to keep the performance high?