Stochastic texture sampling
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Description
## What problem does this solve or what need does it fill?
I want to easily make tiled textures look non-tiled.
## What solution would you like?
I'd like Bevy support where as a user I have some tunable settings that allow me to adapt my textures to look non-tiled.
## What alternative(s) have you considered?
Using tools such as krita, photoshop etc. and following tutorials to make textures look non-tiled, or rolling my own shader.
## Additional context
[This reddit post](https://www.reddit.com/r/Unity3D/comments/dhr5g2/i_made_a_stochastic_texture_sampling_shader/)
has a great video, and they also show their shader code, usage example, link to paper its based on etc. and might be a good starting point (either for development or further research)
Here is a snapshot from the above video to show the effect:
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