Tiled shader that plays nice with mipmaps (or has post processing to look better)

Godot Version

v4.3.stable.official [77dcf97d8]

Question

I’m trying to tile a texture using a shader, but I’m not happy with the way it looks. I want to emulate the way turning a texture to repeat and setting the rect looks with mipmapping enabled… but you know, with shader.

this is the dead simple shader I’m using to repeat (I’m gonna add other stuff once I get this bit working)

shader_type canvas_item;
uniform vec2 repeats = vec2(2.2,3.7);

void fragment() {
	COLOR = texture(TEXTURE,fract(UV*repeats));
}

void vertex() {
	VERTEX *= repeats;
}	

First texture uses my shader with texture>filter set to linear: no seaming but VERY crunchy.
Second texture uses my shader with linear mipmap anisotrophic: smoothed out texture, but SEAMS.
Third texture is set to repeat and uses a rect to define the size (no shader) and has filtering : linear mipmap anisotrophic. This is what I want it to look like

The reason I am trying to do this with a shader, rather than add the effect to the repeat/rect version is that i’d like to combine multiple textures using shader magic. The textures are the same size and line up to create the blending mode effects that I’m trying to achieve.

What can I do to get this looking better?