textureSampleCoefficientExponent property
The exponent to which texture sample coefficients are raised before comparing to lookupSkipThreshold.
Higher values make the shader more efficient but can make the borders between hexagonal tiles more visible.
Lower values make the shader less efficient and can cause detail to get washed out and make the texture look blurry and homogenized.
The default value works pretty well for most textures; you likely don't need to change this.
Default: 8
Details
The hex tiling shader mixes between up to three texture samples per fragment. By raising the coefficients to a power, it's possible to make the threshold for skipping a texture lookup more or less steep. Exponents greater than 1 make the threshold steeper, exponents less than 1 make the threshold less steep.
Higher exponents, when combined with lookupSkipThreshold, can be used to make the hex tiling shader
more efficient by skipping some texture lookups and reducing GPU memory bandwidth usage.
Implementation
double textureSampleCoefficientExponent = 8;