title: Texture tiling with continuous random offset?
body: <p>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.</p>
  
  <p><strong>The problem:</strong></p>
  
  <p>Non-tilable texture or texture with some outstanding elements are looking repetitive and cheap.</p>
  
  <p>Example:</p>
  
  <p><img src="https://i.stack.imgur.com/CbrHj.png" alt="enter image description here"></p>
  
  <p><strong>Solution Attempt</strong></p>
  
  <p>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.</p>
  
  <p><strong>What I would like to do</strong></p>
  
  <p>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?</p>