Hey there. I am tryin to use mipmap bias as smoothness value to blur my reflection render texture. The problem is when camera moves, the mipmap has some kind of moving antialiases: I also have tested this with realtime reflection probe on the right cube. Chanding smoothness on standard material does not have this issue. My approach to render reflection is to have another camera to render from correct position related to the active camera and do a render to texture and assign the result to shader and modify smoothness in shader as mipmap bias value. Any advice you could give would be much appreciated.